I like that fireball remains a staple spell throughout a wizard's career. It sure beats 4E where spells go obsolete in five levels or so.
But ALL spells should remain a staple, not just one. I should have a reason to cast Magic Missile, Burning Hands, Ice Storm, or Shatter when I'm level 10. Especially if I'm using a 5th level slot to cast them. But I don't have any reason to do that because I could be casting a fireball instead, which is better 80% of the time.
Also, out of curiosity: do you play on a map or theater-of-the-mind? Because I think fireball may be less of an all-purpose damage spell on a map where you have to actually find a place for that big huge 20-foot radius.
We used them both during that campaign. But you'd be surprised how easy it is to fit it most of the time. It's a 20 foot radius, but nothing says what happens to the portion that gets cut off by walls. Back in 2e, when it would expand to fill the same volume, it was dangerous and I'd avoid casting it if at all possible. But now, we open the door to a 20 by 20 foot room filled with monsters, we go first, we put the focus point of the fireball at the back of the room, affecting everyone in the room and none of us. If that doesn't work, we throw the second or third fireball. Most battles ended without attack rolls being rolled by the enemy. Our Wizard also had the class feature that let him exclude squares when he cast it, so he could often skip the 2 or 3 of us that were in the fireball radius when he cast it.
I've got a bard too. No fireball. My group doesn't care. Just because the other players think fireball is the only good choice and are being jerks about it doesn't make it true. Cast revivify on one and ask if they'd still rather you had blown their sorry corpse up with fireball instead.
No one ever died during that campaign. Revivify would have taken up a slot for no benefit.
They don't just think it. They back it up, with numbers. It does 8d6 points of damage. Do that to 4 targets who have a 50% chance of saving and you average 84 damage. Cast a Magic Missile using a 3rd level slot and you do 17.5 points of damage. A Burning Hands using a 3rd level slot against 4 people(if you can manage to fit 4 people in there) does 52.5 damage on average. An Ice Storm (which uses a 4th level slot) against 4 creatures does 69 damage on average(It should be noted that if you use the 4th level slot up on fireball, it increases the average to 94.5).
But, you're thinking: Sure, good against 4 people. What if there's only one enemy? Fireball averages 21 damage against one target. A 3rd level Magic Missile is 17.5 damage. Burning Hands 13.125. Ice Storm 17.25. Scorching Ray 12.6 (with a 60% chance to hit).
Basically, if you want to do damage fireball is ALWAYS the best spell. The only time it isn't a good idea is if you are in a tactical situation that means you'll hit a bunch of your allies. We also did the math on that and figured out that it was worth hitting at least one ally if that meant hitting 4+ enemies, since the fireball was negating the damage done by those enemies that we we still doing less to our party than they would have.
Yes, there are situations where fireball is not the best option. Which is why you know a bunch of other spells as backups. But as written, fireball is way too powerful. Lowering its damage to 6d6 still puts it ahead of all the spells lower level than it and makes Ice Storm do about 0.5 damage more on average than fireball. Ideally, it would do 5d6 points of damage to keep the curve fairly balanced.