Your new spell was not some fantastically new thing, but just a standard animation that looked identical to other customized spells. The only difference was the precise effect it had on the enemies. But since you could combine any effect, the magic all had to behave the same way. Whether you electrocuted your enemy or used fire, it made no difference for how the spell performed. All that happened was a small blob moved through the air to your enemy.
Sorry - this might be a minor point, but that's simply wrong. Go into Oblivion right now. Make three spells - on-target, area-of-effect shock, fire and frost. Go out and cast them, then come back and tell us again that they're all "identical" and that "the only difference was the precise effect it had on the enemies."
In point of fact, an on-target, area-of-effect fire spell travels in a ball that explodes out to the area-of-effect when it comes in contact with a target. An on-target, area-of-effect shock spell travels in a bolt that hits any target within the area of effect, then jumps from that target to any other target within range and continues to jump from target to target, even turning corners if there's a target within range. And an on-target, area-of-effect frost spell travels in a cylinder the size of the area of effect and hits everything within that cylinder, regardless of range. Those are obviously different effects. And the effects can be combined with whichever one is the most magicka expensive determining the animation used and thus the way the spell works, so, for instance, you can cast a combined frost and shock spell that travels in the cylinder of a frost spell, or a combined fire and shock spell that travels as a bolt and jumps from target to target, or what-have-you.
Also, Bethesda has a history of not doing a good job with "spreadsheet numbers".....
In every TES game, Bethesda puts out spells that are useless because of bad design.
This. So much this. I have no idea why anyone trusts the company that gave us Finger of the Mountain to put together practical and useful spells. In every game yet, spellmaking was not only an option but pretty much a requirement for any fairly serious mage, just because Beth's premade spells svck so badly.
The old spellmaking system was removed because it simply doesn't fit. It would have to be redone to work.
So? Presuming that to be the case, they could simply redo it. Are we to expect them to eliminate everything that might need to be redone?
So between the extra work needed to make spellmaking work again, and the general feeling that the degree of spellmaking in previous games cheapened the concept of magic...
What "general feeling?" I've never heard this "general feeling" expressed before.
Besides, in its place, we get the enchanting skill back again. Warriors have smithing, thieves have alchemy, mages have enchanting.
What is this? A negotiation? We're supposed to be pleased that Beth removes something so long as they give us something else "in its place?" What are we? Beggars holding out grubby palms, willing to settle for whatever Beth decides to grant us?
I stand by my earlier statement - presuming that spellmaking is indeed to be removed, it's simply in order to save time and money - in order to have one less thing that the devs have to concern themselves with. Instead of going to all the trouble of designing a system whereby we could make custom spells, they can just list a bunch of premade ones and cue up the prerecorded effects that go with them as necessary. This isn't the sort of decision that's made by game devs - it's the sort of decision that's made by some committee after a power point presentation from a team of accountants. All this stuff about mystery and making magic feel like some arcane power and eliminating this purported "spread-sheety" feeling (a complaint that I've NEVER heard anyone in the community make) is just PR fluff to try to divert attention from the fact that, once again, Beth is cutting corners and eliminating gameplay options.