Oh, sure, 0th lvl spells are great. Let's see...
Detect and
read magic: No explanation necessary.
Cure minor wounds: Instant combat medic.
Ray of frost and/or
acid splash: Ready for spellcasting disruption.
Mage hand: Come on.
It's freakin' telekinesis! Could you
get more useful-er?
Prestidigitation: The bard in my campaign prepares this like clerics prepare
bull's strength. It's, what, an hour per level? Having the ability to, at any given point during the day, say "I do some wacky #$@^ with sparks or maknig apples appear out of thin air or pull a coin out from behind the king's ear" or whatever is insanely useful when you remember that you can do it, and use it right.
Mending: Has a million and one applications - and is a great way to short-circuit "plot ticket" games, when you just fix the thing that's supposed to be broken and forcing you to go the long way around. (Or whatever.) (As a side note, has anyone else had to make a ruling on whether this spell actually reconstructs matter, and if the matter is necessarily in the same configuration as when it was made? I carefully constructed this prop, it was the burned fragments of a hand-written note from hencman to BBEG. My party tried to
mend the pieces and have me read the thing to them verbatim, rather than puzzle over the scraps I gave them. No go, guys.

)
Resistance, guidance, daze, they're all winners - and you can't beat the price!