That's what experiences are. Of the occasions we've had a wizard, he's been categorically subpar.
In my humble opinion, wizards don't do enough status effects, have enough vs. will attacks, nor persistent/sustained zone effects to really pull their weight. Area effects that do small damage just doesn't seem to do it.
Off the top of my head, the Wizard in my game has Sleep (talk about a status effect!), Stinking Cloud (5x5 persistent zone that blocks line of sight, damages and can be moved), Ice Storm (7x7 area immobilize with some damage, and turns area to difficult terrain for encounter), and Wall of Fog (wall 8 that blocks LOS).
That's without looking at the sheet or thinking about it for very long, so I know he has a bunch more stuff too.
Anyway, even in the Heroic tier, this Wizard has a potentially crippling Daily vs. Will (always gets the Orb penalty, too), big persistent battlefield control spells and many ways to give status effects in a wide area. Which, I suppose, is why your points are a but weird to me.
"Area attacks that do small damage" are fine, but the Wizard does so much more.
As for the enemies not "bunching up", I recommend not playing most encounters on an open plain. Even 3x3 is big enough to catch multiple enemies that are not adjacent to one another. And 5x5 and 7x7 are simply huge on the battlemat. Add a modicum of terrain to the mix, and these spells are incredibly potent.
More to the topic of this thread, I really dig rhe Invoker so far. Some people are bothered by the fact that it is the least "gimmicky" controller so far, but I don't mind. They wield undiluted divine power; a bit of directness seems called for. And not all classes need the same level of complexity; they just need a to be reasonably balanced in terms of power level.
As it is, it looks like the Invoker will be good for people who want to just blow stuff up with the Wrath of God, and not have to think quite so hard. And there is nothing wrong with that
