One of the issues I have with DnD in general, is that cantrips get stronger when lorewise they are nothing but weak spells that are used for training initiates. They are supposed to be so weak, that the person learning magic can not hurt themselves or others with them. However this is not the case, as cantrips such as bladeward, controlflames, gust, guidance, Mage Hand, magic stone, mold earth, shillelagph, can all be used to dangerous effects, especially in BG3 where shapefire/ water and mage hand are responsible for 90+% of the cheese in game.
Reminder: mage hand can spawn 4 hands at once, making you able to chain stagger enemies 4x with shove. This allows you to push a creature up to 80ft per caster, if you take 3 char with mage hand, you can push an enemy 250ft every round. Aka its a guaranteed kill by fall damage. Gust can do the same thing to a lesser effect, except that it can be aoe.
Magic stone itself can become almost as strong as magic missiles, while having no cost. 1d6 + [casters bonus]. as bludgeon which is the strongest element in game outside of force. Rules do not limit how many you can have, i can give my malee hitters 99 magic stones, and essentially be throwing bombs every round, as a pseudo pathfinder alchemist. [no rules about dipping magic stones in fire or acid as they are an item].
Guidance, essentially a huge bonus to passing story checks, borderline op.