That's not per se bad, but unnecessary. If my arsenal was bigger (and balanced by both AP costs and cooldown times) I could decide right in battle which spells to use without the necessity to lose first and reload the game. Of course, failure can still happen and not every strategy is a winning one. But the memory system right now (in combination with all the other balancing elements) is just most tiresome than it had to be for the campaign.
ya I mean that's basically saying you would prefer there really to be no memory system and use other mechanics for balancing, because you would like the game better if you could have all of the spells in your arsenal and decide during combat what to do. Which is a fine opinion to have. But I don't see the memory as a balancing system. It has nothing to do with preventing spell combinations, it has to do with creating a situation where your character becomes dynamic and your playstyle can change throughout the game by trying new builds.
Implementing skill tree related memory will actually serve to pidgeon hole your character into a single build more often that the current mechanic. How could I ever justify using a 5 memory Aero spell when I could use a 5 memory pyro spell for 1 memory instead? I would instead just have an Aero focused mage that uses Aero spells and a pyro focused mage that uses pyro spells. (of course each mage would probably spec 2 or 3 spell trees, but you get the idea). And their skills would be much more "set in stone" so to speak. They are of course changeable, but it will mostly be adding a utility here or there, or adding a new respective powerful spell.