One thing I've toyed with is getting rid of the free spells so that just getting a spell is a big deal - sure fireball is great, but only once you finally get your hands on it. But in 5e this would probably just make everyone roll sorcerers.Total aside, Oofta, but I do wonder what the intended rate of spell acquisition is supposed to be in 5e. My first 5e Wizard, played in AL, had to make do with their free spells, until someone pointed out to me that I can trade spells with another player as a downtime activity. Scrolls were rare at first, but then I went on an adventure that netted me a "clockwork spellbook" jam packed with spells (so much so that I bankrupted myself scribing them all, but as this was AL, well, all that really did was cut into my healing potion fund).
My current Wizard is playing in an adventure from Kobold Press (The Scarlet Citadel), and I've faced several Wizard opponents so far, and the DM has ruled all of them have spellbooks somewhere in the adventure. I've found so far three scrolls, one capture spellbook, and was able to pay a Battlemage NPC in town for access to their spellbook. As a result, at 5th level I have 27 spells currently in my book, 3 more that I can scribe once I get the time to do so, and 5 more that are too high level for me currently.
While this feels like a lot to me, I have no frame of reference for it (in 5e; I can totally tell you that my earlier edition spellcasters would drool at this potential array of spells!). And of course, the DM allows several third party Kobold press books with spells in them, and every session, the Cleric is poring over each one, as they can pick and choose any spell available; so he's comfortably wearing full plate and I'm up to my eyebrows in parchment and ink, lol.
(As an example of the current Cleric/Wizard disparity, in our last session, I spent 100gp to make a Magic Circle to protect us from some undead (we were able to lure them out into a battleground of our choice), but his use of a 3rd level spell slot (Spirit Guardians, of course), did way more work in that encounter. I know at some point I'll get crazier spells to work with, but it's pretty rough, especially when he can also cast Fireball!).
My only beef with some of the cantrips is that they detract from the spellcasters using weapons, at all (the monk has a similar problem with unarmed attacks). I'd like some more cantrips along the lines of green flame blade and the like that incorporate or augment the use of weapons instead of direct replacement.
For me, this depends on the class. I don't think wizards, aside from Bladesingers, should be very skilled with weapons compared to folks who spend all their time training with weapons as opposed to studying magic. On the other hand, I wouldn't mind seeing clerics a bit more weapon dependent, though the game already kind of does this with the appropriate sub-classes.