EzekielRaiden
Follower of the Way
Turns out, when you give players the freedom to choose between 2-3 dozen options, the cream will rise to the top. When the options have little to no intersection with the unique flavor or identity of that character, the best options will tend to be quite uniform.A big nitpick for me is, that no matter what subclass, caster usually default to the same spells.
Wizards will always have Fireball, Tiny Hut, banishment and Co.
A Warlock will always spam Eldritch Blast (Except the hexblade).
A cleric always has spiritual weapon and spiritual guardian and so on.
So no matter the subclass, all those classes play actually too similiar at the table because full casters are about 90% the spells they have and only 10% the subclass. And there are always optimal spell choices.
A warlock not taking the best invocations to i mprove Eldritch Blast will weaken the party the same as a wizard who is not taking fireball.
At any given level, there are usually anywhere between two and five excellent, stand-out, nearly-universally-good spells for any given class, which should always be top picks. Anything else is either neat but unnecessary, genuinely worthless, or a Ritual you should keep in mind but rarely prepare.
But remember, spells ensure that characters aren't samey like they were in the edition that must not be named!