What is "the D&D style" in this context?
You're asking "what are the alternatives to Vancian magic?". So if you're asking that in good faith, you presumably are willing to accept a non-Vancian system as being in "the D&D style", yes? Is the "D&D style" just being roughly compatible with existing D&D spell lists? Or is it something else?
But you listed a set of possibilities, and it's obvious from other games that those are very far from the only possibilities, and several things you seemed to think were inherent, are not.
As for "does it better", well I didn't really say that, did I? I think what I posted was a pretty helpful look at some other approaches, and I think you suggesting I'm not "adding to the conversation" is a bit odd, frankly. I'm saying "here are different approaches, many of them work well" (not all of them, to be sure!).
I do agree that I should probably have some kind of degree-equivalence thoughThen I could get some damn respect
(I am quite sure I would get none!)
EDIT - So if we assume in "the D&D style" means you cast mostly fire-and-forget spells, that are individual and well-defined, we could certainly adapt a system like Dungeon World, where you make a test when casting a spell, and get a result between you cast the spell and keep it, cast the spell and lose it, and just the spell fails. This is pretty different to D&D because it eliminates the biggest non-combat issue with spells - that being that they can't fail, they always succeed. Or we could adapt a spell-point system that didn't have the flaws you noted. Obviously we'd want to redesign D&D's spells a bit, but it wouldn't have to be drastic, fireball would still be fireball and so on (far less drastic than 4E, for example, perhaps less drastic than 2E to 3E).
By style I was just referring to the fact D&D has very effective but constrained magic that is useful in and out of combat. It's 100% reliable in that you can always cast the spell, the effectiveness of the spell is almost always based on the target not the target. So I don't see how a system to see if you can cast a spell is better than a wisdom save by the target to see if they're dominated is that much different. It feels like the 4E "caster rolls all the saves" which had it's own issues. Or maybe it's not at all the same because you don't explain.
Many, if not most people don't have the opportunity to play multiple different systems. If you're going to say "Game X does it better" explain how. If I were to say that a bubble sort is better than a merge sort for a particular operation that doesn't really tell you anything unless you know the technical terms and mechanics of sorting, right? Why would saying that "a spell point system designed from the ground up..." be helpful if you can't explain what that means or how it would be different from the spell point system option for the DMG?
Maybe it's asking too much to ask people to actually explain how such things would work.
EDIT: I admit this is kind of a pet peeve of mine. People saying some other system does something better (or different anyway) happens a lot. It's also meaningless to people that do not know those systems.