Agreed, so let's try swapping things around. Instead of hosing the character (or worse, the party) for simply using a class's basic abilities, how about offering something extra, but at a risk.
Checkov's Gun. If you put the gun on stage in Act 1, you expect it to be used in act 2.
If you give the character a power, you (the player, the group, and the GM) will all expect that power to be used when the chips are down. There is no "something extra" in that sense.
Now, I run Deadlands - a game where use of magic does carry some risk. But it is generally risk only to the PC themselves, and generally won't kill or make the character unplayable. And, more importantly, the risk of casting a spell is largely balanced against the risk of using a gun. If you cast a spell, you may get backfire. If you draw a gun, you are asking, very loudly, to get shot at.