Your players do not grasp for every advantage they can find?
They absolutely don't call on authorities outside our group in order to try and browbeat me into making rulings in their characters' favour, no. Nor would they stop the game to argue a point until they get their way. Or any other, similar, immature, antisocial behaviour.
They may genuinely just be wanting to use their spells powerfully, coming up with off the wall ideas, and being quite confident that their interpretation is correct.
Yes, my players do that.
Being told "no"--especially a flat "no" with zero discussion allowed--comes across as quite draconian in that context.
My players don't get upset and throw tantrums or feel the need to argue until they get their way when I say, "no". If they feel particularly strongly, they'll speak up (no one is prevented from voicing an opinion), I'll hear them out, and I'll make a ruling. If I'm on the fence at all, and I can see they feel strongly, I will most likely rule in their favour, just to keep the game moving. On the other hand, if I'm certain about my position, I'll stick to my initial "No." Then the game moves on. If necessary, we will discuss in more detail later, but we are not likely to have an extended discussion on minutiae in the middle of the game.
My players have stated, quite clearly, that they're happy to abide by decisions I make even when they feel I'm wrong, because they know that I regularly rule in their favour, that I'm not out to get them, that I'm fair and reasonable overall, that the game is fun, that it's not the end of the world when they don't get their way and that, most likely, I actually have a good reason for the decision I've made.
We're reasonable, mature adults who understand how to compromise and who don't see any value in stupid arguments over a game. We recognise that in the event of a dispute that can't be resolved immediately, someone needs to make the decision and, for us, that authority rests with the GM (ie, me 99.9% of the time).
If you don't want your game being stopped by rule arguments, agree that you won't let your game be stopped by rule arguments, work out how you will come to rulings, and abide by the decision. It's really that simple. On the other hand, if you think someone saying "no" is draconian, you most likely won't last long at our table (well, in reality, I doubt very much you'd make it to our table in the first place, but if you did, you'd learn to play nice, or you'd be gone pretty quick).