I'm straying a bit off the main topic question here:
Started Solasta again last night. Created a wizard and found myself selecting the same spells I've been selecting since the 80's, and ignoring the same spells I've always ignored.
Glad ot hear it! It's been one of my favorite D&D CRPGs in the last few years and the turn-based combat system is one of the best I've played (I might even become a convert from the Real Time /w Pause combat). Considering that it's an indie game using only the free D&D license, as opposed to the full D&D license (though I don't know what the differences are), it's extremely well done. One thing that I do wish for, is that the UI were a bit smaller and took up less space on the screen.
*sigh* Why did I start this thread? Now I have to start over
I started 3 times before I got the party balance I liked (much like Wasteland 2). It pays to spend time rolling dice to get the main stats you want, and well as other choices like background, sub-classes, known languages, skills, and other choices. One piece of advice I'd give (if you hadn't already noticed it), it that certain skills and other options have no effect in the game. See that little blue exclamation point in the lower right of the skills? Those skills have no use in the game and are a waste of available points. Why were they included? I really don't know, maybe they were features that Tactical Adventures didn't have time to implement.
As to your original question, yes, I tend to pick the same spells over and over in D&D games while ignoring others. If I'm playing a CRPG where I can only create one character (as in the Baldur's Gate games), I never create a mage or sorcerer, as I lean more to a martial arts type character, such as a Ranger, Paladin, or Fighter (though I have multi-classed or dual-classed with the mage).
In CRPG games where I create my entire party, such as Solasta, I always create one as a Mage. Weak in the early levels, they can become mass killers in later levels. Low level spells that I always take and often retain usefulness at higher levels include Magic Missile, Grease, Web, Identify, Mage Armor, Detect Magic are all spells that retain some usefulness, or even scale up, at later levels. Progressing in levels, any elemental damage spell (fire, ice, lightning) are always huge for me, whether and individual target or AOE damage. Also, any mage spell, like Confusion, that can change an enemy's temporary allegiance can change the tide of battle.
Specific to Solasta (since you're currently playing it), are the spells Jump, Climb, Fly, and Daylight. There are certain areas you'll never reach without the first 3 spells, and Daylight will help with undead-type creatures (as undead take continual damage in daylight).