So, it's not widespread... except when it is. And then we should just ignore it because it's not... what?
Taking your fixes in order:
Not a bad way to go.
Now, that's a VERY large change to the game. You've just removed tactical movement from combat to a large extent. Once you're in base to base combat, pretty much all movement will cease. Yeah, I can see how that would severely punish the casters.
So, very high magic campaigns. How do you avoid the gp inflation of encounters?
So do I. This is one I've never seen have much effect. The DC is 15+1/spell level. Wizard maxes out his Spellcraft giving him a +8 at 1st level (presuming 18 Int - not an unfair presumption for a wizard) and there are some fairly easy ways to boost that (5 ranks in Kn Arcana gives +2 Synergy forex). That's pretty much a gimme most of the time.
Fair enough. Then again, a wizard generally has a surplus of skill points anyway, so, I've never really felt the pinch as a wizard. Cleric? Sure. I'd buy that. Wizard not so much.
Of course you have. Wizards self buffing is a waste of time generally. Self-buffing is more the cleric's schtick.
Please. Let's not get into the passive aggressive thing about how my or your players are better "roleplayers". Trust me when I say that my group will roleplay every bit as well as yours.
How often do magic null areas come up in play? Spell resistance is a joke as far as wizards are concerned. If the wizard is casting stuff where spell resistance is an issue, that wizard is not trying very hard.
Well, considering that multiclassing for casters is generally a bad idea and most prestige classes actually limit caster powers, not enhance, I'd say this one is a wash.
Fair enough. You accept that there is an issue, which is certianly a leg up on a lot of these discussions where many people will simply lay it on the players and not the system at all.
And, with the changes that you've made, I can see why you wouldn't run into Angel Summoner and BMX Bandit. Try running high level, by the book RAW only 3.5 D&D game some time using, say, a Paizo Adventure Path module and watch what happens.
We stopped using the five foot step way back in 3.0. There is still movement you may have to use a round just disengaging to get out of melee. Combat Casting is used a lot more
In our games if you a roll a 1 on a skill check it is -10 a natural 20 is +10 that has really helped balance out I have max this out and I can't fail a roll.
So even if you have maxed spellcraft out roll a 1 and it more likely to be a failure. My wizard tried to add unseen servant to their spellbok I flubbed the roll twice it was not until the third time that I finally made it.
I should mention that we roll for our stats so there is no guarantee you are starting the game with an 18.
At high levels I tend to use a lot of lower level monsters mixed with higher level. I make use of monks and rogues and casters who specialize in dispelling. I try and plan things so that one spell from the wizard does not end the encounter.
If I can I try and have several lower encounters to use up resources before the major one.
I will say this higher level combat takes forever and not just because of the casters. Fighters are getting to swing more often and are doing some sick damage If you are not careful a fighter with greater cleave will cleave through half your mooks before stopping.
That is kind of funny most of my players who play wizards complain about not having enough skill points.
That was not meant to be a passive aggressive snark . I have seen people here complain that my character couldn't do much damage so as far as I am concerned then I was doing nothing kind of statement. I was simply saying that my players are very much into role playing and because of that if they had a great role playing opportunities that is of equal importance so if they didn't shine in combat this time but got to advance their character story or the story in general then they feel they had a good day at the game.
I am not saying that people who don't like the magic system are bad role players.
It comes into play every three or four sessions in this campaign because the land has been damaged by magic. It is far more likely for magic to be chaotic then completely null.
There are monsters that have both SR and DR use them wisely and the casters can't effect them easily it is up to the other PCs to deal with them while the casters deal with the things they can.
I also play my NPCs smart, not all I go on their wisdom and intelligence, so if they have good tactics they are not all bunched together waiting for the wizard's area spell to knock them all out.
The multiclassing rules are to stop certain combos that just rule the game.
My roommate runs Age of Worms by the RAW and we have hit 12 level I play a wizard and I am still waiting to outshine anyone else. Of course the one playing the rogue/shadow dancer/who knows what is a huge power gamer and he just runs all over the rest of us in combat and of course in dungeons while he scouts and we twiddle our thumbs.
I played a high level fighter in a KOK campaign all the way to epic levels it was 3.0 and had very few house rules. There were times I felt the paladin out shone me but I never felt that way about the wizard.
Again to be clear I am not saying that just because I have not experienced these issues others have not.
I like magic to be on the powerful side I hated what 4E did to it.
BTW I watched one episode of the cartoon it was all I could stomach and let me tell you if that if that what is going on in the game of some people no wonder they have issues. But I also think it is kind of an exaggeration fighter in 3.5 are not that weak and helpless.