A basic selection of spells, which are broken into Simple, Complex and 'spend a feat or class ability use to do this' level. 15-20 spells at a lower level, maybe no more than five or six at the highest levels. I don't want a Champions-like system but having a simple implementation of energy types and spell type (ray, cone, touch, ranged, whatrever) should be able to wipe out most repetative-type spells. No need for a Magic Missle and Melph's Acid Arrow and Fireball... consolidate and simplify until it hurts, then do it some more.
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A sample spell:
Cure Wounds (scales)
Level: 1
Effect: You cure 1d6 points of wounds per caster level.
Special: You can spend additional uses per day to cure other things. Minor condition (dazed, nauseous): +1. Major condition (unconscious): +2. Disease: +3. Ability Damage: +1 per ability point. Death: +10. 1d8 per level: +2. 1d10 per level: +4
Potion: 50gp +5xp per use expended. Wand: 500gp + 150xp/charge