I don't think people understand how much being a 1/2 caster is actually a ribbon feature, not a core class feature like Pact Magic is supposed to be.
Look at the 3 other half-caster in the game right now.
Paladin: You can fight nearly as well as a fighter, and have lots of cool other abilities to bring to bear, allowing you to use your spells for fun utility or to fuel your smites.
Ranger: While not all that well designed at the moment, the OD&D ranger is looking ok, bringing Expertise to have some of the best skills in the game, and decent fighting abilties as well, letting you use your magic to buff those when you really need to succeed.
Artificer: 1/2 caster that's supposed to be a primary spellcaster. And it sucks, you don't get enough to make up for getting spells so late. I Played at Artillerist Artificer from 3-12, and it was such a terrible experience that it soured me on 5e. Your spells are pretty much just utility, because any other spells you get are too far behind the curve to be really useful in combat, unless you spam them, but you don't get enough slots to do that. So you spend every combat sitting around plinking with cantrips. The only real time I was useful was Flash of Genius to help on saving throws, and that didn't happen all that often.