And you are free to try to use them on reaction to someone's failed roll.
So, I no longer need to find another cantrip that can turn a failed situation into a successful one, but another cantrip that does the exact mechanical thing that Guidance does?
Okay, while I'm looking for that, you can accept that Find Traps is one of the best spells in the game, right? I mean, find me another spell that allows you to know whether or not there are traps nearby with just a single action, no chance of failure, and without having to actually look. Sure, it doesn't actually tell you where the trap is, and there are plenty of "traps" that it doesn't actually find, and you wouldn't cast it if you didn't already think there were traps nearby, but it is the only spell that does exactly what it does, so it must be the best!
If you didn't do anything to deserve it, yeah. There are no decision points or imagination if you just automatically do it. 'I passively add +2.5 to every roll ever' is not an interesting character trait or gameplay feature.
So, why does the fighter deserve to attack twice at level 5? I mean, it takes no imagination, no decisions, they just automatically can attack twice instead of once. Don't they have to EARN that ability to attack twice so that it is an interesting gameplay feature? And what about those level 11 paladins? Just free extra damage, on all weapons, any time they hit, they just have to remember to roll the die. Terrible ability, because they should have to use their imagination to justify that ability. /s
Or maybe... players don't really need to "earn" their class abilities?
If a player's only contribution to the game is pressing one button over and over, that's on them.
Look, I do sort of get where you're coming from. I just don't believe in having an ability that, if optimally used, is detrimental to the overall game experience, just to cater to... someone like that. There are already support roles that are more interesting than being a passive +2.5-bot, so they definitely have options to pick from.
Such as..... what? What are these other options, without going to spell slots?
See, what is annoying me here is that you are attributing negative traits to someone for picking this ability. They are "someone like that". No idea what you mean, but it is clearly negative.
And, again, I'm repeating myself here, but I'm HAPPY with the change to it being a reaction. That's a good change and it eliminates basically all of your issues for how it reduces fun at the table. My issue is solely on limiting it to once per character per day. That is an insane restriction. And we have had multiple better ideas presented, but there is still this sense that Guidance at all is bad for the game, unless it is nerfed to the point that it might as well not exist.
Bless is bustedly good, but it costs slots and concentration, as you well know. It's certainly one of the abilities your support-oriented players might want to pick up, because at least there may be a moment's engagement with 'should I use a slot on this, at this time? but what if I want my concentration on that...' and boom, we are actually making decisions and playing a game.
And Guidance also cost concentration, but that never mattered which is why they got rid of it.
Why are you so convinced that choosing Guidance and engaging with it is bad for the game? Seriously, you know who pays more attention to the rogue disarming the trap between the barbarian with nothing to do and the cleric with guidance? Sure, the cleric didn't have an existential crisis over choosing whether or not they can afford to use their ability in this moment, but they were certainly engaged and paying attention. Meanwhile, the barbarian is just waiting, because they have NOTHING to do. Which is better? Having nothing to do and therefore not caring, or having something to do, and knowing it will help, so you use it to help and participate? I know which I'd choose every single time.