What I meant was that 3E style spell-casting doesn't necesarily equal creativity while 4E style is the opposite.
I'd have to disagree. I think the intentional design of 4e is to reduce as many variables in spell-casting as possible to have only damage (or the removal of such), condition (or the removal of such), or movement (or the hindering of) effects. To simplify, if a spell doesn't do one of the above to a piece of plastic on the grid during combat, it doesn't exist. There are exceptions to that simplification, of course. 4e spells are specifically designed to reduce "creative" potential because damage/condition/movement balance in combat is more important than using arcane lock to split an enemy group into two groups.
That, IMO, means that magic in pre-4e editions is inherently more creative, if for no other reason that it can be used in both combat and non-combat spheres simultaneously, allowing for greater creative potential. I think this is indicated by the design choices of the 4e design group in how they developed 4e spell casting, rituals, and especially in magic items.
Take water breathing as an example. If a 4e party member in full armor falls into a lake, there's no chance of swimming down and casting water breathing to save him.
Creativity in encounters is good, but that does not mean the incredible power of 3E casters is required or good; that's what I meant by separating the goodness of creativity in a game, from spell casting.
Honestly, I've never seen the powers of casters in pre 4e editions as being incredible - at least until at very high levels where one would assume the power would be incredible. This may be a rare experience, but my games haven't been overshadowed by spellcasters.
Interest? No. Versatility? No. How would time effect those things? Rituals are indeed versatile, and while it could be debated how interesting they are, I don't see how time affects how interesting their results are. Utility I can see. Some stuff you want to be able to fire off in a short amount of time. You want to send off an animal messenger quickly to warn the guards, not wait 10 minutes to the point where you could have gone yourself.
Interest: casting silence in combat is, IMO, more interesting than being unable to do such - it leads to more combat permutations. Versatility: being able to cast silence in combat is more versatile than not being able to do such. Utility: silence that is both combat and non-combat usable contains more utility.
joe b.