Bendris Noulg said:
All this option does is delay when the spells appear (which you seem to want) while making the spell more potent (it's lowest scale-factor is increased by 2 Caster Levels and the save increases by +1 per increase of +1 Spell Level, which may or may not be what you want, and I would venture "not").
What you would be better off doing is simply eliminating the spells that you don't want in play.
But I don't want to eliminate those spell altogether. Nor do I want to delay the spell progression of casters as a way to keep them from obtaining those spells. It's okay for a 3rd level wizard in a "limited magic" world to have access to 2nd level spells like Bull's Strength, Cat's Grace, Gust of Wind, Web, etc., because spells like this cannot have any real, lasting impact on society. But 2nd level spells like Continual Flame, Invisibility, Levitate, Rope Trick, etc.,
can have a great impact on society, if those spells are put to clever and/or industrious use.
Furthermore, the spells in the former group that I just gave are common enough in the legends and folklore of our world, as well as in fictional worlds like Middle Earth. But the spells in the latter group are fairly rare in those worlds, and considered to be pretty powerful. Thus the need to increase the levels of those kinds of spells.
And, BTW, I'm okay with the initial scale-factor of these spells increasing due to the increase of the minimum caster level. If, say, I increase Fireball to be a 4th level spell, that means a wizard will have to be at least 7th level to cast it, and the damage at that level will be 7d6, with a Reflex save vs. a DC of 14 (plus the caster's Int bonus). This also means that wands of fireball will be more powerful, but likewise rarer and much more expensive.