When I learned about the level cap, I think I was late in Act 2 or early Act 3 already. Yes, I would have liked my gith necromancer Tav, Sava, to be able to create Death Shepherds for even more thralls, but there was enough going on that the character could grow in other ways than sheer level numbers. As a necromancer, getting Danse Macabre or Shadow Entangle was awesome. There were numerous items that supercharged the character, being able to just jump off buildings, turn into flying animals and bunches of others. I admit that this neatly fit my niche without previous knowledge, so I'm not sure how cool that selection is when you have different classes. So far, I had only a single, but I think pretty thorough journey.

As for including more spells, that would indeed have been difficult to implement. I thought maybe they'd allow higher spells at certain points in the game where there is some control over what you're able to do with them. Like, having a dialogue scene where use of a certain spell is suggested, maybe after a successful Arcana check. What realistically limits higher spells is a from my DM-PoV is the time frame of BG3 which is not even a month. Yes, in the game scrolls just poof into your spell list when you learn them and you can pick new spells out of thin air when levelling up, but at least in earlier AD&D-rules learning a 6th level spell would have meant booking lots of lab and library time. And while the game technically allows you to do it in your backpack while walking, I also avoided creating potions unless camped or at least in a discovered lab and always collected lab gear to have a lab corner at the camp.