The main goal of cantrips was to give a spellcaster some sort of default, no-resource attack that could keep it relevant next to the primary fighting classes.
Answer: Crossbows

I find all at-will magic to be equally repugnant, but I recognize the attack cantrips as a game-balance issue, where the exploration cantrips are just a playstyle thing. The former is something that really should be addressed with any sort of no-cantrip module.
A no-cantrip module needs to address both, though it can address each of the two separately. One of my issues with at-will cantrips is that something as simple as an at-will light spells makes a huge difference to the feel of parts of the game. It's certainly a playstyle thing, but it's pretty important for an (admittedly very small) niche.
I'm not sure that the utility aspect really does need to be addressed. I mean, that's mostly window dressing, rather than anything life-or-death. If you have to use torches instead of Light, and soap instead of Prestidigitation, then it's not something where you would need to compensate the mage (mechanically) for the inconvenience.A no-cantrip module needs to address both, though it can address each of the two separately.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.