I agree that many balancing mechanisms for spellcasters in the 1e/2e rules ended up cut from 3e. I suspect 3e desigers were responding to reports of how D&D was actually played by groups on the ground and what was reported as not being very fun. How many veteran 1e/2e players can honestly say that they meticulously tracked material components? Spell memorization times? Quite a few did, I'm sure, but I'd also bet that a whole lot did not do so as well. Plus, using the chance to know a spell could lead to a wizard being unable to cast some serious bread-and-butter spells. How fun is that? How fun is tracking a long casting time? My guess is they dispensed with a lot of the complaints players had but didn't sufficiently redress what happens when they're gone - particularly once they added cyclical initiative (which has its good points from a gamist mechanic point of view, but compounds this particular set of problems).
The life lesson I take away from this example, and a couple of prominent others, is to be wary of the "unfun" complaint when it comes to some aspects of the game. There may be good reasons why a few things are "unfun" as some players put it.
Exactly. It's no fun striking out in baseball, but no one, even hitters who strike out 200 plus times a year, suggest removing strikeouts from the game.
In our current 1e game, in which my mujust reached 5th level, here are the spells, I have thus far failed to learn - and remember, unless my intelligence changes, which is rarer than an ethereal mummy in 1E, I can NEVER learn these spells:
Alarm
Fire Water
Hold Portal
Jump
Magic Missile - pretty huge deal here
Message
Mount
Nystul's Magical Aura
Taunt
Bind
Deeppockets
Irritation
Knock
Know Alignment
Leomund's Trap
Melf's Magic Arrow - See Magic missile
Ray of Enfeeblement
Tasha's Uncontrollable Hideous Laughter
Vocalize
Whip
Cloudburst
Dispel Magic - Another huge one.
Feign Death
Gust of Wind
Haste - Huge in 1E
Hold Person - Huge
Melf's Minute Meteor
Monster Summoning I
Phantasmal Force - Another good spell
Protection from Evil 10' Radius
Slow
Suggestion
That's with a 16 intelligence and only the spell levels 1-3. Do I like it? Not particularly, but I wouldn't change the rules, otherwise every mu would have damn near the same spell list. And I've never seen a group that didn't use the chance to learn spell rules and 1E has been 90% of my gaming since 1981, other than about a 3 year stint with 3E.
I think it's not merely that there were no rules for stopping anyone from dashing past the line of fighters to get to the squishier wizard in the back - but that there were no rules for bypassing the front line either. Take 1e's description of melee combat, for example. What could PCs do? The movement rules describe moving up to engage but don't address shuffling about in combat very much. That was more the job of the thief who hid and spent a couple of rounds moving around the periphery, staying in the shadows, until he was in position to strike. So I would argue it's not any kind of de facto gentlemen's agreement not to end run around the front line because there was no way to stop it. There was no clear way to do it by the rules either.
Actually, you CAN bypass the front line, if given room to do so, but, as you say, once you are engaged, I.E., within 10 feet of an enemy, you must stop and fight him. Your other options are to move away and give him a free attack, and move to engage the wizard (but no attack is possible), charge, which gives you your attack, (but you can only charge once a turn (10 rounds), or falling back, in which you move, avoiding the attack, but moving at half speed. Anyone not engaged in melee, can always use ranged attacks, however.