It's also a matter of how you play and look at the wizard. I look at the wizard as the "Oh excrement" button. I usually wander around doing very little for long stretches of time. I let the martials do what the martials do well: kill stuff. When we run into problems, then I start doing stuff to make sure we don't lose. I've been playing wizards in this fashion for a long time. It's how I feel they should be played. If you're looking for more damage which equates to immediate effect, you play a martial or maybe a damage dealing warlock or sorcerer. The wizard is a tide turner when the immediate method doesn't work.
This is the problem that I had with the low level wizard.
The "Oh excrement" button is sporadic. I cast Web. Some encounters, it stops nobody. And what's worse, an NPC inside the web whose turn has not yet come up is not yet restrained. There is no penalty for him using a reaction or an Opportunity Attack. What? He should at least be restrained until his turn comes up and he can make his first saving throw. That way, Web would always have some minor utility.
I want to cast Web and cast Flaming Sphere. Nope. Can't do that at all and have them both up. In fact, this is the very reason I play wizards, to push the "Oh excrement" button (and sometimes to push it more than once per encounter).
Or, Find Familiar. It's a very useful spell. But one portion of the spell almost never comes up in the game, casting Touch spells. Shocking Grasp is practically the only offensive touch spell and is almost never worth risking a 10 GP familiar over. Sure, there are few touch spells like Longstrider, Mage Armor, Invisibility, but the times where the wizard would need to do these in range in combat would tend to be few and far between. Maybe once every 2 or 3 levels or so. At higher levels, there are a few more touch spells like Protection From Energy that might need to be cast at range, but most wizards would have their familiar in a pocket dimension most encounters so that it does not get killed, so even to use the touch ability, a wizard would often have to use 2 rounds, one for bringing the familiar back from the pocket dimension and one to use the touch spell.
3E had quite a few touch attack spells. This type of ability had some traction. 5E, not so many and only Bestow Curse TMK at low level (if one considers 5th level to be low level).
Granted, some of these types of things are minor, but it's a bunch of little minor "mehs" that subtract from the gaming experience. Mostly, it's the "cast a spell and nothing happens" aspect of the "Oh excrement" button not working. Not because that's a big deal, but because in earlier versions, if one got past the save (magic resistance, whatever) the spell worked. It didn't fizzle in a turn because the NPC made a second save. Spells just seem to be at most one round wonders a lot. Being able to affect 12 seconds out an entire day with two spells total seems to be a very limited impact. zzzzzzzzzz