TwoSix
Everyone's literal second-favorite poster
I do cautiously agree with this. There comes a point where the relative versatility of the caster's spell slots can become outweighed by their relative scarcity. Just as a hypothetical, I think there would be few complaints about the caster's power if they were limited to one max level spell slot per long rest, and otherwise had to rely on cantrips and rituals. They would keep the versatility but simply lack the resources to adequately leverage it.IM(limited)XP, and according to most of the play reports I've been seeing, limited spell slots do the job of preventing both of these from happening.
It's "I can be good in combat...OR I can kind of solve one of the other problems we have. Pick one."
I mean, 5e is explicit about what it's balancing noncombat on -- Exploration and Interaction. At the very highest levels, spell slots of levels 1-4 get pretty cheap, but the most effective spells even at that level don't really dominate either sphere. They're really useful, but they've got some key weaknesses.
I'm not sure if 5e has restricted that efficacy enough, but it's such a solid improvement over 3.5/PF that I'm willing to cut it some slack.
Which is why I really want to see the rest rules in the DMG. I've never been in a campaign with 6-8 encounters a day, in any combination of combat, interaction, and exploration. I think the most I've done in a single day is maybe 4.It's also pretty clear that its days are 6-8 encounters long.
The best explicit Exploration and Interaction spells in Basic at level 9+, when those slots get pretty cheap, are probably Arcane Eye and Suggestion, respectively. And if you blow your 2nd and 4th level slots on those utility effects, and your 3rd and 1st level slots and your Arcane Recovery slots on trying to keep pace with Fireball, Mage Armor, and Magic Missile in combat (assuming you want to not be dead weight in a fight), hey presto, there's all of your disposable spells. You're left with a few higher-level cookies that you can bust out on occasion. On a 6-8 encounter day, this is not going to dominate. If your day is shorter, the caster will be more awesome, but the day's rest is comfortably in the hands of the DM in Basic (in the PH, the best solution to this is Tiny Hut, which is fully present on the material plane and thus basically a dinner bell to anything that finds adventurers delicious).
More and more, I'm thinking my idea of making the daily rest at night a short rest, and a long rest as being something that requires an extended break and safety to be a better model for moving the game into the direction I want to take it.