I’m not a TT player, but from reading 5e rules, Mage Hand shouldn’t be able to shove at all as it can’t attack and shove is described as a “special melee attack”. I know it can at the moment in BG3, but I’d happily opt to lose that ability to gain more utility for the hand outside of combat, such as being able to carry light objects or pull levers, especially if its concentration requirement (which also doesn’t look like 5e RAW) is dropped.
I’d agree guidance feels a bit too useful, but mainly I don’t think we should have an amulet with unlimited uses per day. If we were reliant on a divine caster who’d selected it in preference to other options I don’t think it would feel quite as overpowered. And some cantrips, such as True Strike and Blade Ward don’t seem hugely useful. Generally, though, cantrips feel appropriately powered in the game so far, making sure casters aren’t useless when their spell slots are exhausted, and the step up at level 5 feels like the right time. (The fact that, as it stands in BG3, we can technically rest at any time to replenish spell slots is neither here nor there as far as I’m concerned as the game should be playable without frequent resting, or long-resting mid-mission, if we elect not to, and unlimited resting should remain a QoL feature only rather than a factor taken into account when balancing the game.)