First, thanks for answering my question. Please allow me to lob in some more.
So, less (or even no?) emphasis on exploration and-or downtime? OK.
Being able to do "cool naughty word" right out of the gate is fine but then how would long-term advancement work? Or would this be specifically designed toward short quick-hitting campaigns?
And thus the player would choose two classes, one from a list of combat classes and one from a list of social classes - am I reading that right?
If yes, interesting idea; but what would the social classes look like? Right now, other than maybe Bard, I can't think of any classes that aren't either combat-first or exploration-first; almost the whole list of social classes would have to be invented from scratch.
I've at times held the same sentiment in the past, until I realize I'd have no idea how to usefully replace it. Vancian is clunky as hell but it does serve one function well: by limiting what casters can do over x-amount of time it keeps non-casters viable to play. Taking those limits off means that to preserve even the vaguest hint of character balance either everyone would have to play a caster or nobody would, and I'm not sure how far that would fly.
One way to de-clunkify Vancian somewhat without completely breaking the game is to do away with any form of pre-memorization or spell preparation. Just have per-level slots, and if a spell's on your list or in your spellbook for that level and you've got a slot remaining of that level you can freely cast it. To rein it in a bit, the idea of upcasting or downcasting has to go away - you can
only use 3rd-level slots on a 3rd-level spell, period - and spell effects would have to scale with level more, as they did in 3e and prior.
With this, all the player has to track is their slots remaining by level; they don't have to go through any sort of preparation or spell load-out each in-game day in play.