30 damage and preventing 15 damage (from a 3rd level slot), remember.
15 damage you wouldn't have taken if you had instead delivered a
fireball or
scorching ray (admittedly, spells that only Infernal warlocks have direct access to.)
Flaming Sphere does 3d6 (Dex save for half) with a 3rd level slot, so it'll usually take some work and several rounds to get it to do big damage, though that multiplies quickly in a crowd situation where you can get it next to several targets. We're only talking three failed saves to average 31.5 damage, but loss of concentration may cut it off early.
Sure. I'm just saying, against a mere two enemies, over IIRC three rounds, that has happened in more than one fight. Similar stuff applies to
sickening radiance, though I will admit the very first time I cast it, it was a complete waste because we HAD to skedaddle from that particular fight.
Guardian of faith being stationary is not necessarily as much of a problem as it might seem, because of its ridonkulous 8-hour duration. Ironically, I actually had a GoF that managed to affect two unrelated fights, because our opponents fled from the second fight....straight into the guardian, which they had to physically pass in order to escape. They were all 10 or less HP at that point, so it didn't matter if they failed their saves (but we still checked anyway to see if the guardian would last.)
Idiosyncratic uses, sure, but it's just strange to me how other spells get knocked pretty damn hard while
armor of Agathys is exalted among spells.
AoA obviously can't do the numbers an AoE spell can in the right situations, but it's not concentration, it can't hurt friendlies, enemies can't just avoid it except by not attacking you in melee, and it requires no attack roll by the caster and allows no saving throw to mitigate the damage.
I can't speak for the folks claiming it's OMG AWESOME, but those are some of the factors which may be getting weighed in.
I can only imagine that it's the combination of great scaling,
potential upside if you can get resistance/mitigation, and non-concentration (so you could, for example, pair it with
spirit guardians). It still feels like a pretty hard sell for 50% of your per-rest spell action until level 11. As you say, you aren't the guide writers, so you can't really defend their thought processes. It just seems like the spell's value is inflated relative to its stuff.
With the 5.5e rewrite, however, I think I can agree that it's an excellent spell. Pair it with any other major source of THP (which, for example, a high-level Celestial warlock gets!), and now you're talking a very solid source of damage output, and at only 1/3 of your per-rest spells, you're still having two more for
other fun things, without any worries of concentration.