Remove Cantrip ground effects and input them exactly as the Rulebook intended.
Eldritch Blast proves a Cantrip just having damage can feel fine; it doesn't need an additional AoE attached.
Warlocks get to customize theirs because it's literally the baseline foundation of their kit.
Wizards/Sorcerers do not need this; they get many more spells than Warlocks do, therefor giving them more options to adapt to the situation.
If you want a ground on fire, you cast that Fireball, or that Wall of Flame, or that Bonfire. You don't need to give them that much battlefield control in a Cantrip.
If your argument is "Yeah but they'll feel weak at low levels otherwise if we don't give it to them.", well that's the entire point of playing a spellcaster. You outsmart, maybe sometimes struggle, but you get through it and it pays off at later levels with hugely impacting spells.
If you think it's bad now with Cantrips, wait until we hit level 5 and beyond. Who knows how figgin crazy they're going to make Fireball or other spells.
I will not have fun if a Fireball creates a gigantic 10 foot fire patch on the stone ground beneath it.
Remove ground effects from spells unless otherwise stated, or unless you're targetting something specific (ie. Patch of tall grass, bushes, oil barrels, etc).