The problem I saw with the 1/day Guidance is that this is a cantrip choice, you only get so many of those, and it's something that is mean to be used at will. My main issue with Guidance is that it does have an effect on the game's math, and I'm not sure how the developers see it.
The Bard can hand out a limited number of d6's to party members as their class feature. But divine casters can choose to hand out virtually unlimited d4's. Is this intended?
Is it simply, arcane casters do d10 damage at will, divine casters hand out +1d4 on rolls?
Is the game's math assumed that you will almost always have Help/Guidance, the way Pathfinder 1e just assumes you're going to have key buffs on you in major encounters, like Haste?
What is the intent here? As annoying as it is to have Divine casters shout out "Guidance!" any time someone makes a die roll, is this what they are supposed to be doing?
I'd have an easier time discussing this sort of thing if they'd release a podcast, blog, whatever, talking about the game's assumptions and the math. I mean, wasn't Bounded Accuracy supposed to remove tiny bonuses all over the place, and just have Advantage/Disadvantage be the default? Yet Bless, Resistance, Guidance, Bards, etc.- they seem to run counter to that idea.
And once you start nitpicking "well it has verbal components, it's obviously spellcasting", etc., that makes many spells actually worthless in play, it makes me wonder what the point is meant to be. Are we supposed to handwave that stuff? Or are things like Guidance or Friends supposed to be "sounds good, actually useless" spells?