Pre-sets bridge part of the distance, but only half-way - The problem with having pre-sets like that is that it only allows one form of flexibility for situations, when there are multiple scales at play. The keenest example is that you may have all of your varied pre-sets on, but you'll have to stop the game and change those settings regularly *anyway* as situations evolve - You only get one reaction per round, and that's a resource that needs to be book-kept as well as what resources you're spending when you use it.

You, as a caster, may often find yourself in situations where, yes, you 'generally' want to use featherfall if someone falls - and you'll generally want to shield magic missile if it's targeted at you, and you might have set to hellishly rebuke only the target with the highest max hp in any given encounter.... but now you're in an encounter with a powerful enemy caster, and what matters is that you *have* your reaction ready to counterspell them if they use one of their nasty spells - so you don't want to shield that magic missile from a minion, and you won't featherfall your ally falling 15 feet off the ledge to the lower level, because it's not as important as stopping that disintegrate if and when it comes out, and you don't want to be without your reaction if it does... but of course, you do want to do all of those other things if the enemy caster takes his turn and doesn't pull out a big spell this round, and his minions magic missile and shove allies after him... unless they have legendary actions, in which case you'll still want to hang onto it...

Even with a fairly flexible set of pre-set options to utilise, it's still going to end up being frustrating to the player who will find their reaction spent on things they don't want to spend it on in particular or important circumstances, or not being used when it's okay to use it in others.