Horwath
Legend
that is why neither of those 2 feats 2nd level spells are damaging spells. Because they do not scale properly.I don't think this is a good way to look at it, especially at high levels considering the way cantrips scale. The power in MI is mostly in the cantrips.
For example, something like Toll the Dead at 11th level is going to do 3d12 every turn all day long (occasionally 3d8), Thunderclap can do 3d6 to everyone within 5 feet. No 1st level spell and few second level spells are going to match that turn after turn. Those cantrips alone have more impact than the whole Fey touched feat at this level and that is before you consider the 1st-level spell, which in this example can be any Wizard, Sorcerer or Warlock spell you want.
But Bonus action teleport is always useful. So is invisibility. Not many monsters have permanent see invisibility/true seeing.
At higher level, that spell just need to be used proactively rather than reactively, as see invisibility becomes relatively more cheaper to carry around in case of emergency.
as for MI's 1st level spell, you should never take damaging spells.
Absorb elements, Shield, Silvery barbs are good to have at all levels. Faery fire, Tasha's hideous laughter are also useful for many levels.
Cantrips are not useful at higher levels, simply that they cost action to cast, and if combat lasts for 5 rounds only, you might not find time for that one action to spare. Scaling just makes them an option to use. making 1d12 damage only at 11th level(if cantrips do not scale) is complete waste of action and cantrip known slot. I would rather have mending or dancing lights instead.