lets look at fire for example:
you have basically a new spell for every class level, novice/ flamethrower, apprentice/ firebolt/ rune(exception), adept/ fireball, expert/ incinerate and master firestorm. now while these spells are fine its actually quite disappointing that this is if for one elemental considering that they don't level with you like the games i mentioned above and they require time to cast which is important as I'm being chased down a dungeon corridor and don't have time to stop and cast a firestorm spell. flamethrower has been my quick go to spell for emergency situations because it requires zero charge time and as such i would have like to have seen variances or newly tiered spells with the same effect(flame wall doesn't count because it needs to be on the ground for it to work properly or at all) as i leveled up to adept, expert, master... i like using the runes and flamethrower but as multiple treads have already pointed out they just aren't practical especially when I'm being one-shot by a opposing mage after level 15 because i needed to pour all my level points into magika just to cast these spells even after i perk the appropriate skill level to cast them because i like casting them more than once in a 2 min span of battle.
now i know you can reduce the cost to zero later on which i plan on doing in destruction and restoration but i shouldn't have to play a game to level 60 or 70 for the perk points get to that point. so again is any one else disappointed in the variety of destruction spells that are available?