Funny thing, I'm more triggered by utility cantrips than attack ones.
An attack cantrip is just a weapon that cannot be reliably taken away from the character. This isn't really a big issue.
On the other hand, Light trivializes the need to carry torches, Mold Earth eliminates the need for shovels, Mending can fix pretty much anything, Mage Hands allows the caster to always open doors and touch things from a safe distance and so forth...
I feel like those utility cantrips causes more harm to the resource management game than the attack ones.