The only thing I insta-banned was Healing Spirit. Out of combat it's effectively 10d6 (35) HP of healing for each member of the party. Its power level is far beyond other healing spells of similar or higher level.
I changed it to 10d6 healing and the caster (if out of combat and there's no pressure) can divide up the d6s however he likes. It's still a really good spell.
Imagine a 5th level party.
That 5th level party has 4 members. A Wizard (con 14), a Fighter (con 14), a Bard (con 12) and a Druid (con 14).
Now, the party is in a tough fight. Lots of damage taken by PC's. Lots of resources used. PC's are in bad shape and need to recover before the next fight.
Druid player says, "I could cast healing spirit, everyone would recover approximately 35 hp, though I would lose one second level slot."
Wizard says, "I could cast rope trick, I would recover approximately 31 hp, the fighter 41 hp, the Bard 31hp and the Druid 36hp. Also, the fighter would recover Second Wind, Action Surge and their Combat Superiority Dice, the Bard gets back their Inspiration and the Druid recovers their wildshapes, though I would lose one second level slot, that I could recover immediately, along with another spell."
So the DM says, "OH MY GOD! That first spell sounds like it will break my game! I have to houserule it."
I still don't get it, and nobody has been able to explain to me why one of the above spells I describe is absolutely fine, and the other breaks the game.
I suspect it's because most players don't think of wizard spells as healing spells, so don't really consider it when evaluating healing spirit...