I'm kinda confused on where the problem is.
assuming that you've not read over the jist of the thread, the problem was originally that some players would rely upon one or two spells only, even if there were better fits for the encounter. this normally wouldn't matter, but when it was the party's artillery and main healer, it became problematic.
ie: party encounters a theoretical Monster X, who has Fire Resistence 25, yet 5th level mage lobs fireball after fireball on it, even though a knowledge check would determine that it's really not bothered by magical fire.
or
ie: party is warned against venturing into the forgotten crypt of a deity of disease and poison, so cleric loads up with 'Prayer x 4' on his spell list, instead of 'Remove Disease x2, Prayer x1, Restoration x1, ect'
also, i'm not killing them in retaliation for anything, nor would i. i'd mentioned previously that almost 80% of the character deaths came from the same two players, who, although annoyed, didn't really seem to find it that much of a set-back.
other members in the group sometimes browse their spell list and make suggestions, which fall on deaf ears, or they're told they should take a level in mage if they're so good at playing it. part of the problem is that magically, i couldn't throw something really interesting at the party, or there might be more deaths, due to the healer not really being a healer (but he's gotten quite a bit better about things lately) and the artillery not really doing much else. i suggested to the player of the Wizard that he could swap into Warmage, which'd give the same spells, except more uses of them per day. he said he didn't want to, as he likes the flexibility of the Wizard
(i don't know...)