Chaosmancer
Legend
Yes and no. They were bad, but only because you had to cast them before you hit and maintain concentration on them if you missed, meaning that if the creature died before you hit it or you lost concentration, you wasted a spell slot entirely.
The change to make the spells usable after a hit was a good one. That's the only change that needed to happen to make those spells usable and good. Not great, but good.
And it still left you with Divine smite being more damage and no action cost. In addition to the points you keep making about counter-spell, silence, and anti-magic.
So, how can they balance a spell that can be countered, silenced, anti-magicked AND costs a bonus action in comparison to an ability that does none? They have to make it stronger. And that means making them the same damage as Divine Smite AND give a condition.
Instead, they jut brought Divine Smite into parity with the other smites. If they were just fine being able to be counter-spelled, silenced, anti-magicked and costing a bonus action... then Divine Smite should be to.