Let's get back on topic with STs vs AC balance, yeah? We've already exhaustively demonstrated the statistical battlelines people ITT are strongly behind.
my 2 cents:
I am not a DnD expert so I can only compare Solasta with BG3
In Solasta I had a paladin of devotion, a ranger (dual wield, was also for scout and traps/locks), a cleric of war and a shock arcanist mage.
Lets see what I did with them in battles:
Paladin: attack and smite, unless they have so little HP that they die without smite anyway.
Ranger: cast mark and then attack
Cleric: cast spirit guardians before combat, then attack with weapon. Use holy word if someone goes down and fireball when there are several enemies close together
Mage: start combat by using your best damage spell from stealth, best take out enemy casters before they can see you. Counterspell was very usefull. I used fireball against groups of enemies and scoching ray against single enemies. firebolt when they are too weak to spend a spell slot and shocking grasp when they get close.
A few times I used slow when there were several enemies who can attack multiple times or fly for my paladin to reach flying or climbing enemies.
A few times I tried to use a CC spell, but they are wasted on weak enemies (they die the next round anyway) and strong enemies will probably resist them or they are immune.
I remember using hold monster on a golem only to find out its immune.
So I think that even Solasta preferred damage even though you can keep concentration and some CC spells are powerful.
In BG3 its much worse because you cannot keep concentration and CC effects tend to end fast.
In your [spoilered] list, your *full* casters seem to use about an even mix of to-hit spells and vs ST spells, if not preferably using leveled ST spells.
You make a distinction between damaging spells and CC spells, which is interesting and tangentially related to this topic, but a separate issue from attack-roll vs saving-throw spells. Personally, I dislike a lot of single-target CC spells in 5e. Hold Monster, for example, is a 5th level spell that requires concentration AND the enemy gets a ST each turn to break out if they don't pass the initial save (which they likely will, through a combination of high stats, randomness, and legendary resistances). Add in the higher saves and loss of concentration in 5e...hard pass.
AoE CC spells, or CC spells that don't require concentration, however, can be much more effective in general and maybe even in BG3. Hypnotic Pattern can negate an entire combat (especially in Solasta where enemies won't wake their allies); I've gotten a ton of use out of Blindness/Deafness -> especially upcasting it to hit multiple targets. And of course, there are the powerful Int ST spells of Synaptic Static and eventually Psychic Scream, since most monsters have weak Int STs.