pre-memorization
is annoying, but so is choosing to walk outside with a light jacket in the springtime, when it might be cold by the time you walk home, or vice versa. Do you bring an umbrella when it's slightly cloudy out? How about heavily cloudy? If I'm carrying my backpack, I might stick in a mini-umbrella, especially if I'm planning on heading out after work and walking home.
What I'm trying to say is...vancian casting does suck when there are no at-wills and nothing magical to do. The classic dilemma of two sleeps or one sleep and one magic missile or detect magic is very real. A wizard who didn't have detect magic memorized was no better off than some idiot ogre, walking into every magic field in the dungeon. On the other hand, I believe that detecting magic at-will is a little too easy, and I never liked that "arcana" skill allowed you all sorts of benefits while athletics was rarely rolled (maybe a couple times), in a three year campaign (4e).
Wizards were the class that you played when you were the patient, cunning person in the group, who understood the concept of "delayed gratification" in a way that the fighters players never gravitated towards. I like both. They play very differently. The fighters would definitely thank you for getting that sleep spell off, but knock was also very useful for when the rogue failed his pick locks check and it's your only way forward. If you don't come prepared to a dungeon, or fail too many checks, or don't bring enough material components. You die. Possibly you all die. Imagine dying of starvation in 4e. That doesn't sound fun, but when it's completely off the table, it also sucks. I need to know that casting a huge, noisy spell will have consequences, but possibly also save us. I need to know that casting rock to mud has a chance of getting you around that blockade, or collapsing the tunnel entrance on the trolls coming at you. I need the magic back. I need the feel of danger, of risk. Of the fighters, saying...man, that was a good move, I would have never thought of that! It's happened to me many times, and were some of my proudest moments creatively in my life. I remember turning myself into a bat to save my 3rd level spell slots (AD&D evoker) from fly spells, for dispell magic and lightning bolts, to infiltrate the vampire kingdom under the city to save a teammate. We got out by turning into snakes and swimming out. It was filthy but great fun.
Another time we were chasing this pirate king's super fast ship with our slower one, and even though we tracked it well, it took us all the divinations our psionisist witch and I could muster, with my magic mirror. To get us into the path of the fast ship, calculate how long our fly spells would last, then get our own ship out of the way lest it be blown out of the water. Me and the paladins just floated in the air and let the other ship catch up to us. Having full plate paladins show up after being invisible on deck and declaring this vesel under arrest, while the rogue flew in and picked the lock to the lower decks to try and free the slaves, was such a tricky, nerve-wracking, heroic moment, I will never forget it until the day I die. These types of things are only possible in a free-flowing adventure with a DM who can think on his toes to keep adventures challenging given the spells the wizard has (especially his limits, in duration, and number of times per day, vs taking other valuable spells). In a sense, AD&D wizards came into their own at level 5, with 3rd level spells, and then had to treat each and every casting as PRECIOUSsssssly as possible. It would literally be do or die. Or do not, and die. Sometimes casting the wrong spell at the wrong time, would be your undoing. I can't imagine that ever being the case in 4e.
I like 4e, but it's not...the same. AD&D for all its flaws and warts and all, was leagues better than 4e. 3.5 I didn't play much but our 3.0 games were much better too, we had low magic DMs (including the same guy who DMed my AD&D wizard), and we had no forums to build the uber tweaked out guys with. Sure, it's different now, but DMs have the same resources and can also say, no, you can't buy that item with your starting gold. Or no, that feat or class or race is not available in this campaign setting. Same with wizards. You pick a specialist so you can be guaranteed that you will get at least certain of the spells you really want to have, the second you level. But giving up a whole school could mean a lot of lost opportunities too. Evokers give up enchantment / charm, I believe. That was a huge penalty. I was more like a war wizard, but I never felt pigeonholed. And spells were extremely hard to come by. Enemy wizards weren't exactly on every street corner, and scrolls cost exponentially more each level. By 4th I could no longer afford more, and had to resort to bartering with gold dragons for services, or corrupt court mages for theirs. This is magical to me. Make lemonade. Make the game hard, it's like a hone to a hard mind. Wizards need a hard time of it. Then if they survive, it's because they deserve to. Not because pew pew they can kill anyone and anything and any circumstance all day long with no repercussions. I've never understood the "wizards" are gods thing. If anything, AD&D psionicists were way more potent in a lot of ways, due to their versatility. We had a witch psionicist that was insane, teleporting without error, ripping outer planar demi-deities into our plane so the paladins could attack them, dominating liches and ghosts, all sorts of things.
And all very dynamically, so she would react to any situation with grace. Granted, it was great that there was competition for those powerful, world changing effects that allowed our fighters to clean up when otherwise they'd be toast, but we generally all worked together for the common good, and nobody ever complained when we sat around the war table and planned our next conquest, that my spells were too good, or that they were not contributing. They were free to play wizards too, but chose not to, but it was a very difficult class to play, and you had to have real life cunning, patience, and wit to put off, whereas a lot of folks, let's face it, like to smoke up, get drunk and smash stuff in the face without thinking too much about it. That's fine, I like that too. Some days. But I only play casters in games where I can use my spells in unforeseen ways, i.e. where the initiative ticker doesn't always have to be on. Being invisible in the air, and dropping a fireball on enemy guards, would get you dropped by arrows so fast, like a pigeon-shoot at one of those rich english shooting ranges....sigh, I miss the danger and excitement of it all.