Mostly satisfied. The only thing the class needs to really shine is (a lot) more ritual spells. The ability to cast ritual spells out of the spell book without preparing them seems like it should be a major feature of the academic magician class, but it ends up being a minor sideline because the game is so oddly careful about what it labels as being a ritual. Playtests had more rituals, and the game needs to add a bunch more to flesh out that niche. This would go a long way toward having wizards feel like a more different sort of caster than a sorcerer, druid, or whatever.
Strangely, the spells include two categories.
• Actions that can alternatively be cast as 10-minute rituals (a short rest).
• Extended casting times (1 minute, 1 hour, 8 hours, 24 hours), that cannot be cast as a ritual.
(One spell can even be either a 10-minute casting costing a slot or a 10-minute ritual without costing a slot.)
The idea seems to be, rituals tend to be for noncombat, but occasionally (highly situationally) might be useful in combat thus allow casting as an action.
Oppositely, spells with long casting times, so cannot be cast during combat, yet are a potent in combat (such as spells that summon combat allies), require the cost of a spell slot, and lack the option of a ritual.
Spells seem inconsistent in quality, with some obviously better and some obviously less good. But the usefulness for combat seems to be the main concern behind whether a ritual is allowed.