I understand this is what he is seeking, but that is apples and oranges with my point. He wants a certain low magic feel, but my point is that one style being used throughout an entire campaign doesn' eveolve as much as a system that starts there, then adds layers of magic over and over and over to evolve constantly.
Also, as to (i) - Spells do not mean you don't engage the fiction. If magic feels like you're shutting down the engagement with the fiction, you're forgetting how wonderful and exotic magic should be. Listen a bit to Critical Role podcasts/videos for some good evocative use of magic that might feel better to folks that get bored by magical solutions.
As to (ii) - I see three tiers when it comes to approaching problems with magic: 1.) You have no magic that assists, 2.) Magic helps but does not solve the problem, 3.) Magic bypasses the problem. For most challenge types, you progress through these tiers. A 25' wide crevice can by bypassed by a jump spell or fly spell, or shapechanging magic. Even though jump *could* be there at leve 1, it isn't a common spell choice. So there is no great magic to help one PC get past it for a few levels. Once they have it, the rest of the party still has to get past the crevice. It isn't until higher levels that the PCs can all teleport/fly across the crevice. You get three different experiences as you advance in level... and by the time you can just dismiss the challenge, you've had a good amount of time working through them and are likely to be a bit tired of them.
You can get those features while allowing high level PCs to do things with their skills that are superhuman in capability.
Again, what are you thinking of here. Let's say you have a 20 Strength human fighter rogue with Athletics Expertise at 13th level. His Athletics is a mighty +15. Compare that to a 16 Strength Fighter of level 1 with Athletics Proficiency (+5). What can the 13th level Master of Athletics do that the first level fighter can't? Jump a bit farther? Climb a slicker wall? Lift something that is a bit heavier? Is there a new solution that they can attempt that was not something they could have tried on a weaker version of the problem earlier?
The evolution in problem solving offers something to the game. All I'm really saying is that this S&S, no cantrip class, approach has a cost... and that cost may be felt more heavily as time goes by.
It kind of reminds me of a lot of Dark Sun games. The unique environment of Dark Sun brings a certain feel, but those elements, if emphasized in every session, get a bit tiring. When the DM comes to you and asks how you're going to make sure you have enough water and silt filters for a two week voyage on the Silt Sea... when you're 13th level and have had that conversation 20 times already... It can be less evocative than you might think.