I'm still concerned about Shocking Grasp. I know there's disagreement over whether the lack of stickiness makes this stronger or weaker but my sense is that if the DM wants to pile monsters on the wizard he's going to do it, and if he's feeling generous (or thinks it more realistic for monsters to stay in combat with the big armored dudes who are hitting them hard) he's not going to do it. I'm not sure the wizard being within 15 feet rather than 30 or something like that is going to change that.
What's your concern? Shocking grasp to me looks like nothing more than a tweaked melee attack, which regardless of DM-ing and monster smartness does not strike me as concerningly powerful for a fragile, lightly armored character. I mean, it sounds like a rather weak choice, honestly.
We haven't heard much about Ray of Frost. There's a playtest report on the forum where the poster says that his wizard just spammed RoF while the rest of the party picked off the bad guy from a safe distance with ranged attacks. (I believe this was against the ogre.) The OP says that his group agreed that they would just use this tactic against any single enemy. And why not? You can argue that it's just good tactics but as written, it will work against any lone foe all the time unless the foe has a strong ranged attack or some way of ignoring the freeze. And it sounds not very fun, to boot. Yes, the wizard has a miss chance but that means the party will take one round of attacks before they back off (easy to do because of no OAs) and do it again. Again, haven't played yet and will this afternoon, but right now I'm thinking RoF should be a level 1 spell with a little damage tacked on.
Finally

. I think this is a much more worrying cantrip! Nevertheless; I think the fact that's effective against a lone opponent says more about lone opponents than about the cantrip. This kind of thing has been a problem... forever. Certainly in 3.5, and solo's have had issues since day 1 in 4e. It's not just wizards; it's just so extremely easy to find
some ability intended to be used against one opponent of many in a normal combat that happens to seriously hamper one opponent even if there's only one. For that matter, even plain improvisation tends to be much more lethal against a solo.
If a solo must work alone, and challenge a party alone, he'll need extraordinary abilities. Note that you don't need much of anything fancy to overpower many solos - a bunch of caltrops and a bow might even be enough.
Solos should be exceptional - both in terms of rarity, and in terms of ability. The ogre doesn't cut it.
Light still bothers me a bit. The fact that you can only have one casting going at a time is a good thing, and I do recognize that many groups don't want to keep track of torches anyway, but it really seems like as long as you keep the party together it eliminates the need for torches altogether. Given that treasure seems like it'll be much more limited in 5e, and time/money used as more of a method of balancing (cf. the armor list and the ritual rules) this still feels like a bit much.
Yeah, light bothers me too. But don't get your hopes up, I'm willing to be it won't be fixed. Easily accessible light is just really traditional. Light, everburning torches, magically glowing weapons, Continual Flame, easy access to darkvision... both 4e and 3e have several of these in their repertoires. Even before second level comes around any party has the funds to constantly have several sources of light. I don't think it's fun, but I also don't expect this kind of thing to change. Not to mention that torches are light and cheap... For 32gp, the playtests dwarven fighter could buy and carry 640 of them and still move at full speed assuming he's carrying exclusively that - though that might be somewhat absurd.[/quote]
Not sure about Detect Magic. Depends how the DM plays it, I guess. It needs clarification.
As mentioned, this requires line of effect and as such is fairly clear. It's unlikely to be an issue; it's much less powerful than a plain arcana check in 4e or the 3e detect magic cantrip.