Kurotowa
Legend
As an example of how far you have to go to make the weapon cantrips keep up with Extra Attack, one of the narrow cases that does is Celestial Bladelock under the UA rules. The right build can triple-drip adding their Cha modifier to an attack with Green-Flame Blade. This does roughly the same as two normal weapon attacks, and more if the GFB cleave activates. But it's all or nothing, where as two attacks is more likely to land at least one hit per turn. It's also only for the 6th-10th level range, because as soon as you hit 11th and get a third weapon attack your normal attacks pull ahead. Getting up to three applications of any sort of per-hit bonus, like Hex + Lifedrinker or a good magic weapon, completely outscales GFB's extra 1d8.Fighting styles, maneuvers, and smites don't work well with the weapon cantrips, because they're features of classes that rely on Extra Attack. Any time you use a weapon cantrip, you're sacrificing Extra Attack. Unless the bonus damage from the cantrip exceeds the damage of a whole other attack -- which it very seldom does -- you're coming out behind. A fighting style which boosts the damage of each attack is just putting you even further behind. Maneuvers and smite attacks also put you further behind, because you can only apply them on a hit, and you're more likely to miss one attack than two.
The weapon cantrips really only are good if you're either a Rogue, or you have a subclass feature to enable it like Bladesinger or Eldritch Knight.