With the exception of polymorph (a 4th level spell) and possibly wall of Force (5th level) I think we're focusing way too much on high level spells.
High level spells are almost inherently "game breaking" by nature and require a high level of DM adjudication and thought. As importantly, they won't come up that often, certainly not immediately.
I'm more concerned with problematic low level spells. Sleep, for example, can cause problems for a party very early if the DM is not careful.
Another spell, I've seen derail a situation fast is inflict wounds. 1st level spell - 3d10 damage. It will take down ANY first level character on an average roll.
At GenCon, the BBEG took down the party cleric (from full HP of 11 to 100% dead) with a particularly good roll, the DM actually crit, but it didn't matter, standard damage killed the character. I've heard the same story with other parties in the same scenario.
Guiding bolt is also troubling. 1st level, 4d6 damage, an excellent secondary effect (grants advantage) AND it's ranged. 1st level characters are pretty frail for this kind of spell.
That said, the monsters seem to be set up for these spells, higher HPs and lower ACs etc.