No, spellmaking is a part of the game world. There is no progress or improvement by limiting choices and removing abilities.
Yes, there can be. Some abilities and choices ruined game balance. People like to throw around the word "choice" on these forums like it'll win any argument and is absolutely always better if there are more choices, more abilities, more anything, as if including one thing has no effect on other things. "Should we have the choice to eat at McDonald's in Skyrim? WHY WOULD THEY LIMIT OUR CHOICES BY NOT INCLUDING THIS?!?!" But I'd like to not have a game consisting of so many choices that there is no challenge or balance to it's game play. There are good kinds of choice and bad kinds of choice.
His point was clear. He wants magic for dolts. He wants those wowed by flash and bangs to enjoy using spells and not be turned off by anything that takes a little bit of thought or logic to work out.
Which is fine, really. But it can also be done without ruining the experience for those that expect such things.
That was clearly not his point, otherwise they wouldn't have included trap functionality for spells, and channeling, charging+releasing, and so on. It also didn't take a genius to make spells in previous games, was pretty easy to realize Drain Health 100pts for 1 sec + 100% Weakness to Magic for ~2 seconds was better than a much more costly and low magnitude elemental spell.