These are interesting lists. I'll offer some thoughts.
Obsolete Spells − 5e skills obsolete this spell − NEEDS RETHINK
Identify → Arcana skill → short rest automatically identifies any magic item
Comprehend Languages → History skill
Jump → Athletics skill
Animal Friendship → Animal Handling skill
Detect Poison and Disease → Medicine skill
Snare → Survival skill
Detect Planar/Good/Evil → Religion/Arcana skill
Detect Magic → Arcana skill (this spell is excellent but works better as skill)
I agree with all of these except Comprhend Languages. You can learn the languages, or use magic. History is not a substitute.Comprehend languages is an invaluable first-level spell for some campaigns, and is exactly what a ritual first-level spell should be.
Unworthy Spells − mostly unworthy of preparation − NEEDS RETHINK
Color Spray
Purify Food and Drink
Create Food and Water
Ceremony
Ceremony should never have been introduced. It is terrible. Ceremonies should not have a mechanical effect, and should be what the Acolyte background lets you do.
I don't understand the hate of Color Spray.
Purify/create are obstacle-avoiding spells (as is goodberry), and it completely defangs some adventures, where the challenge is in deprivation. They're not unworthy, but when they are relevant, they are antagonistic to the plot of the adventure. They reinforce an us vs the DM mentality, instead of a collaborative one.
Less Useful − ineffective/situational/unlikely to prepare − NEEDS BOOST/RETHINK
Floating Disk
Witchbolt
Speak with Animals
Unseen Servant
Three of these are rituals (as are four of the spells in the categories above). That, I think, is telling: it suggests that your problem is with rituals spells (which is reinforced with the new ritual rules -- bring back ritual casting from before). I have had characters take Ritual caster in order to have access to Floating Disk and Unseen Servant specifically.
Rituals have a real place in the game, and they don't all need to be cranked up to 11, unless players have to squeeze out more effective options because space is limited (as with the new Rit Caster feat).
Not Bad − forgivable to prepare but other spells better − NEEDS DOUBLECHECK
Ray of Sickness
Arms of Hadar (near)
Alarm
Beast Bond
Feather Fall
Charm Person
Divine Favor (near)
Compelled Duel (near)
Armor of Agathys
False Life
Hail of Thorns (near)
Longstrider
Bane
Sanctuary
I have no concerns about any of these -- I think Feather Fall should be yourself-only, but that ship has sailed. "Forgiveable" is a bit loaded.
Good − standard effect for this spell slot
Heroism
Ice Knife
Searing Smite (near)
Locate Object
Earth Tremor (near)
Burning Hands (near)
Inflict Wounds (near)
Chromatic Orb
Catapult
Chaos Bolt
Fog Cloud
Wrathful Smite (near)
Command
Grease
Cause Fear
Shield of Faith
Protection From Planar/Evil/Good
Thunderwave
Expeditious Retreat
Zephyr Strike (near)
Cure Wounds
Goodberry
Mage Armor
Tashas Caustic Brew
Hellish Rebuke
Dissonant Whispers
Ensnaring Strike (near)
Sleep
Faerie Fire
Disguise Self
Silent Image
Goodberry is not a problem if (a) each berry takes an action to eat, (b) you can't make someone unconscious eat food, and (c) you ignore the sage advice about the intersection with Life Cleric.
Faerie Fire is very strong throughout the game; I'd call it excellent (not overpowered)
I've never liked Disguise self as a spell (I'd put it in your Obsolete category).
Excellent − may or may not be balanced − NEEDS DOUBLECHECK
Thunderous Smite (near)
Hunters Mark
Hex (near)
Absorb Elements
Guiding Bolt
Magic Missile
Healing Word
Find Familiar
Entangle
Tashas Hideous Laughter
Shield
I have no problems with any of these; problems occur only with edge case multiclass builds, IME