[+4 Str]
+2 to hit. Under 3.5 you can take +2 to hit and turn it into +4 damage.
+2 damage.
+2 to Climb, Jump, Swim, Breaking Down Doors, Bending Bars, etc.
Possible +2 intimidate if using optional rules.
[+4 Dex]
+2 to hit on ranged attacks or attacks with weapon finesse.
+2 AC
+2 Initiative
+2 Reflex Saves
+2 Hide, Move Silently, Open Locks, Sleight of Hand, Tumble, Use Rope.
[+4 Con]
+2 hp/level (to a maximum of +40 hp at level 20). In the middle of a fight a wizard can cast this spell to "heal" 40 points of damage, not too shabby.
+2 Concentration Checks
+2 Fortitude Saves
[+4 Int]
+2 Wizard Spell DCs
+2 Decipher Script, Knowledge Checks, Disable Device.
[+4 Wis]
+2 Cleric, Druid, Ranger, Paladin Spell DCs
+2 Spot, Listen, Sense Motive, Profession checks
+2 Will Saves
[+4 Cha]
+2 Sorceror, Bard Spell DCs
+2 Gather Info, Bluff, Diplomacy, Intimidate, Use Magic Device.
+2 Change Encounter Feelings (cant remember "official name")
I think the dex one is easily on par with other 2nd level spells, and is far and away the best. The strength and constitution ones are decent. I think the mental ones are all weaker, with Int being the weakest general spell, but by far the best spell for a single class - wizard.
They all also provide a +2 on their respective checks, which tend to come up in adventures. Casting Fox's Cunning while trying to solve a riddle (for a +2 on the Intelligence check) isnt a bad idea. Especially if afterwords you can use the +2 DCs in a fight!
I think as the designers themselves said, the spells will see a period of disregard, and then slowly people will start picking them again.
Technik
PS- I know I probably forgot some bonuses, I just thought of the above off the top of my head.