The majority of spells are a fancy name attached to these variables: range, damage, damage type, cost. The vast majority of spells only shuffle damage dice (a little more; a little less), damage type, cost (slots), and maybe a non-standard rider effect. The only difference between most of them is who rolls. Attack or save. Just make cantrips the baseline and slots the extra damage, range, damage types, and riders. You could condense the majority of spells in the PHB into one cantrip with a short list of damage types and riders. Categorize those by spell slot and you're done. Upcast the cantrip to a leveled spell slot and pick something (extra damage, damage type, rider effect, etc) from that level's list. There's really no need for a dozen different spell entries for different levels of "shoot fire at a target or targets".
In combat, most casters only ever blast anyway. Very few do anything else. You occasionally get someone trying something interesting, only for them to be berated for being "sub-optimal". In my experience.
My experience is the polar opposite. Most players I have to deal with are obsessive optimizers and power gamers. If it's not the absolute perfect, bestest spell for its level, then it sucks and anyone who picks it is stupid. That's an almost direct quote, btw.
Most of my players couldn't build a character or pick a spell on their own if they tried. If it's not something they can copy and paste from charop forum or jot down from a charop YouTuber, they're utterly lost. Somehow they've internalized the BS of "either you're perfect or you suck".