Woah. Let's keep this friendly. We all love this game and are on the same game. wanting to improve it. Constructive criticism should not be treated as attacks to be responded to defensively, nor should we get too argumentative. Chill...
I don't think this problem will go away as the card pool expands either. For instance, the only card that is going to replace Dispel in builds is a card that does the same thing but more efficiently. So you just swap one staple for another.
I have to respectfully disagree with the above about "staples". It is possible to create variant spells that may suit some builds better than others. My rules for building for example are something like...
Wizards have 1 Purge (3pts) plus X Dispels (1pt), I sadly can't fit Purge in most other builds.
Warlocks have 1 Dissolve (2pts) plus X Explodes (2pts) for that low-mana Dissolve window.
Non-Wizards/Warlords have 1 Seeking (2pts) plus X Decoys (1pt) to ferret out Nullify/Reverse Magic.
Warlords have 1 Teleport (6pts) plus X Force Push (2pts), others have more Teleports
There is currently a small amount of variety among the staples. But this is based solely on Training access, the spell point cost.
Even Dude should agree that what the game needs is more genuine trade-off variants. I mentioned "Sunder" before as a hypothetical example. Here is a more crucial hypothetical spell.
"Negate": enchantment 2+3 metamagic, you MAY reveal this enchantment to counter an incantation just cast solely targeting the enchanted creature
Here we give players the option to mix-and-match cheaper, greater scope but no flexibility Nullify with a slightly more expensive, more limited scope but fully controlled timing Negate. The existence of this spell will then make ferreting Nullify with a Decoy before your kill-zone Teleport no longer possible.
In Magic, there are upteen variants of the same spell function:
(a) counter spell (hard, bypassaple, limited category, extra benefit, extra penalty etc)
(b) destroy enchantment (exiled, gain life, return to hand = "book", global effect etc)
(c) destroy artifact
(d) creature control
and so on
With all these variants, even within Standard rotation, it empowers players to build with certain subtle nuances of X of type A and Y of type B. Currently in Mage Wars, apart from choices gained from Training access (detailed above), we are pretty much railroaded in what we choose as our "staples".
Each expansion is theme-centred as it introduces new mages. Because the game is theme-centred. It could be argued that what the game needs to get round this "staples" issue is an expansion of alternative utility spells. Then this would give book-builders the creative license they crave to trade-off choices and mix-and-match.
Final point: please let's not forget that we are all on the same side. We all love this game and as such it is easy to let our passion spill over.