Psi,
I have to say I agree with you. (And please forgive me if I hijack the thread somewhat.)
Before I start any campaign, I always create a list of available spells from which to go by, as well as a general list of magic items.
Like you, I rarely affect combat spells, just divinations in the like. That said, I also rarely take away an ability or spell. I modify it to suit my own tastes as a DM.
I'll give you three examples from my current campaign:
1. Raise Dead
Raise Dead (and the druidic variant) are the only spells of the resurrection line that I allow.
Raise Dead does not automatically bring a character back to life. What it does do if force an audience with Lord Death.
Lord Death is usually quite reluctant to release one of his souls back to the world of the living, so he must be bargained with.
Usually, the player can 'buy' the soul by performing a deed for Lord Death in the world of the living, which he cannot otherwise affect.
2. Teleport
Teleport generally works as it does in the PHB with one important exception: a teleportation circle must be drawn on the ground on both the starting point and the destination.
The party can use it as a device to withdraw from a dungeon, given the wizard has enough time to draw the circle, but it cannot be used to sneak into the enemy stronghold (unless they are aware of his teleportation circle!).
3. Detect Evil
Detect Evilworks as it does in the PHB, what changes in my campaign is the definition of Evil.
Demons, devils, vampires...etc are true evil. So the barwench that is really a succubus would appear normally under the spell.
Humans, elves, dwarves and other creatures of free will are not necessarily true evil, but normally only have evil tendencies.
So the human barwench that just murdered her husband would not show under the spell.
These are just examples of ways to limit player power while still giving them a framework to use their abilities/spells.
My players are happy with this arrangement. YMMV.