I'd point you to my blog article, but the whole blog sub system has vanished.
I see a couple of things from this block I quoted.
Yes, spell casters do slow down combat. Between deciding what spell to cast, looking up rules, handling buffs, it all adds up.
But 60-100 options to choose from each round? I smell hyperbole. Your actual choices boil down to:
You can swing a weapon
cast your best offensive spell
cast a helpful spell to solve a problem
get creative with a tricky spell to totally hose the enemy
The latter being the hardest to decide on because it's a matter of finding a use for a wierd spell based on the unique situation.
tracking templates, abilities, bonuses is all static information that should have been calculated before the game ever started. If you have a player adding their BAB + racial bonus + ability bonus + weapon bonus before EACH attack roll, SPANK them.
Add up that static crap before the game and write the number next to EACH weapon on the character sheet and CIRCLE it. Use that number to make your attack roll, at worst case adding in the current situational bonus or buff in effect.
I can't say if any of my statements fully apply to NewJeff's group (don't actually spank your players, that's not nice). But if they help , great. I wish I had my whole article, as it was chock full of techniques I use, stolen from a lot of threads.
My group does not tend to use a lot of buffs. Our combat goes fast. When somebody has slow combat, I suspect its the process. If Buffs aren't helping, consider making it so Buffs don't stack. It will simplify the dynamic variables and probably re-balance encounters (buffs tend to make combats heavily lopsided if one side buffs heavily).
Well, a high level caster is going to have 5-6-7 spells per level, not counting bonus spells for high prime requisite stat. Once you get up to casting level 9 spells, that is 45-63 spells, not counting bonus spells, plus metamagicked spells, plus any bonuses granted by a prestige class or template. Not to mention spell-like abilities, and extras granted by magic items or feats.
And, it's not just one buffing spell, it's often 6-8-10 buffing spells per side in a big combat. Then, if you dispel a buff that grants a +4 bonus to AC, it's not just subtracting 4 from the PC's AC, you have to then determine if another buff that is still active now takes its place, so maybe there is now a new bonus that is +3 or +2 to AC from a different buff, or maybe the ring that grants a +1 bonus to AC can now be used. It was originally superseded by the +4 buff, but now may work.
And, then what happens if anti-magic shell is cast and its up for a round, and then the person steps out of the anti-magic shell? (that happened several times) So, you have to not only take off the buffing spells from the anti-magic shell, you take off bonuses for magic armor, magic weapons, etc. Then, the next round, everything comes back. But, maybe one of the 7 still active buffs has expired?
And, it wasn't a matter of people not knowing their AC or their BAB and their bonuses going into a combat, it's just that it was changing 6-8 times per round, and it didn't apply equally to everybody - if Holy Aura is dispelled (+4 deflection bonus to AC), maybe one PC can now use his +3 ring of protection deflection bonus, while another has a +2 ring of protection deflection bonus, while three other PCs have a +1 ring of protection bonus, and two others have a +4 ring of protection bonus, and are thus not affected AC-wise...or, maybe another buffing spell that is still active grants a +2 deflection bonus to AC, so the people with the +1 rings of protections still get a +2 for now.
Plus, with the way dispel magic worked in 3.5E, you had to roll for each buffing spell that was active, so you would roll 8 times if the person had 8 "buffing" spells on them. So, if all four party casters targeted BBEG with dispel magics in round 1, they would be making 32 rolls that round as their standard action, and then would still be able to cast a quickened spell or power.