While some of these are spot on, part of the problem with spells (just like Feats) is the opportunity cost. Fireball makes a lot of other spells look like crap in comparison, not because the spells are bad, but because fireball is written to be stronger than it should be (by their own rules, IIRC, it should only be 6d6 for that AoE). Some of your choices, however, are really... odd.
Aid - a 2nd level spell slot to "heal" 15 damage, which is about equal to 2d8+6 or 3d8+1. This puts it slightly ahead of Cure Wounds as a 2nd level slot, and it can be cast preemptively, saving the action in combat. Yes you lose the "extra healing" from a downed character and it has to be spread out, putting this spell about on par with Cure wounds for this level. It gets much better if upcast, since it becomes +15 per level, rather than the +1d8 from CW.
Power Word: Heal - very costly at 9th level, and weaker than Wish (which can get 20 creatures plus Greater Restoration), but Wish has issues when used in this regard. Comparatively, this is the strongest healing of a living creature in the game (other than Wish).
Protection from Poison - isn't as bad as you claim, and poison is a fairly common damage type (also the most resisted/immune to). The issue of this spell is both the duration and the existence of Anti-toxin (which does something similar for only 50 gp instead of a slot).
Shillelagh - being an at-will attack that adds your spellcasting modifier, this is better than most cantrips until level 5, and stays on par until level 11 (where the extra die then tends to fade it out). Not to mention that Ranger can now pick it up and use it with Extra Attack.
Bless - stop smoking crack. Seriously. This is the most efficient buff spell in the game. Period. Unless your cleric is built to focus on another concentration spell, they should be using this a lot. My current cleric is focused on using spirit guardians, but every combat I deem not worth a 3+ level spell gets a bless. I've used paladins casting it (losing out on smites) and it was still worth it.
Dragon's Breath - this is an amazing spell that requires a LOT of group effort to work. You don't cast it on the high DPR characters, you cast it on the bard or cleric when they don't want to spend a slot every round to be useful. I can't imagine trying to use it in AL, since you don't know the group dynamic going in. Using it with flying familiar is also very solid, but risks the death of the familiar.
Enhance Ability - while not as amazing as the old 3E CODzilla versions, this is still a good spell. Primary use is to cast on the party's Face right before beginning an RP heavy scene. I've also seen it used on the party's weakling during a climbing challenge (series of athletics checks), and on Intelligence right before entering a library to do research. Like Dragon's Breath it requires work to use and it's not an all the time spell. Sadly, the ability to use Help and Working Together is very DM dependent, and this spell is a method of getting around these issue.
Friends - not especially terrible, depending on the PC. I've considered it for my upcoming warlock, but limited cantrip availability makes it less exciting. Basically you cast it to get information from people, since you have advantage on the Cha check. Once you have the information, they can't take it away from you, no matter how pissed off they are. I completely admit that the "automatically know they were charmed" thing is BS, keeping it from being a good spell, and have an Int/Arcana check be used afterwards instead.
Magic Weapon - this is a stable spell, and necessary in campaigns with little/no magic items. Like many low level damage spells, it does get phased out (once you actually have a magic weapon).
Skill Empowerment - this would be a great spell... if they weren't smoking crack and made it 5th level. This would be have perfectly fine as a 3rd level spell, but I've seen it grudgingly used as a 5th level spell.