The OP's pretentiousness aside, he makes some very good points. I don't like damage-on-a-miss either and hope it doesn't make it into the final game. That includes the evoker's potent cantrip ability, not just GWF.
We have introduced a house rule where continuous use of cantrips in a short period of time (like a few minutes) might lead to the caster experiencing temporary blindness (light spell), temporary deafness, light-headedness, migraines/headaches, temporary loss of use in a limb, temporary memory loss, even fall unconscious...etc
It just plays on the theme that even if the magic is "free" to cast - you as a mortal have a limit on how long you can manipulate the arcane energies before they start affecting you.
Other house rules for spell-casters include:
1. Rituals costing Surges/HD where the cost is Level of the Ritual -1.
Surges/HD are only gain at 1st and every odd number thereafter. So casting more Rituals per day is possible, but you start taking corrupting damage (hp loss) and it starts fatiguing you. Surges/HD in our campaign also have more uses.
2. Casting in Melee: In order to avoid an AoO, the caster has to forego their move action, otherwise they risk being hit.
I love the ease in this edition to incorporate house rules while still taking some of the best ideas from 3e and 4e.