Katrina's Cometary Cataclysm.
The solution, I think, is to allow versatility of choices at character creation, but not complete versatility in a given adventuring day. So I should be able to make a wizard who can polymorph the party into barnyard animals, but only if I pick that as one of my powers.
So have a bajillion spells, but keep roughly the same number of choices as now. Maybe have an option for 'minor utility spells,' which you can acquire with a feat, or get several at a time in place of a normal attack power. Conjuring a 10-ft. bridge, mind-controlling sheep, and shrinking yourself to 1/12 normal size are fun options, but not worth trading one-for-one with, say, Katrina's Cometary Cataclysm.
given the goal is to recreate 3rd editions supermen with rotating power selection.
Trading off for versatility is necessary, but it rarely works out well. The 'versatile' class just gets swingier, and it doesn't take much for a powergamer to make sure the swing is too often in his favor.Is that the goal? I don't recall saying that. What makes you think we don't intend a tradeoff for the versatility?
I found a lot of the older magic-user feel playing a 4e wizard. I played him as being obsessive about finding rituals, chose classic spells as much as possible, and tried to emphasize that the utlities and dailies were ones he 'had memorized.' It was kinda fun, entertaining through levels 1-11, actually (and I wish it had continued, as I had picked up some rituals that I expected to get a lot of use out of), and required no house-ruling, at all.The goal is to accomplish the older "feel" while remaining balanced with 4E. Heck, maybe we won't manage it, but it interests me so I see no reason not to give it a try. It'll be fun finding out, whatever happens.

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