Hmm, I disagree with making glyphs innate, and definitely not with making glyph-cast spells better somehow. Being able to cast spells without memorizing them is a great benefit and it makes sense to me that there's a trade-off for doing so and nothing more is needed beyond that. Other classes right now like Shaman and Enchanter are begging for the ability to not need to re-mem spells to cast them. I don't want to feel forced to use glyphs if I don't want to because they are straight-up superior somehow so I'm gimping myself/group if I don't use them. I like that it is a choice to have more versatility vs simpler system for casting and one isn't outright better than the other.
Plus between skills, clickies, item swapping, macros, racials, trait abilities, etc my hot bar is full enough as it is. I don't have the room for 5 more things on there!
I would maybe be okay with Catalyst being an innate, or having some other way to actually cast the spell once you've dialed in your glyphs that doesn't need Catalyst (like if all glyph combos are 3 long then just make ANY glyph act as catalyst when attempt to use a 4th glyph), but that's as far as I'd want to take it.
Instead, I feel like several issues with the glyph system need to be resolved that others have brought up so they work more reliably. They are still pretty clunky and limited in a lot of ways, like not being able to cast lower-level versions of spells (even if you don't have the higher-level one yet) and not working well with cooldowns and other weird quirks. A polish and usability pass is definitely needed more than some incentive to try to persuade people to use the unpolished system more.
-
The biggest issue for me is that I think all glyphs should be available very quickly in terms of character level. It's pointless to really bother with them until you have at least 3 of them, if not all 4, and by then you've gotten used to not having them. Even if most glyph combinations don't do anything at lower levels because you don't have access to those spells yet, you should still have the glyph itself the moment you can cast at least 1 spell that uses that glyph. I feel the spells should be arranged such that by level 4 you should already have 2 glyphs and a spell that uses both, at minimum, with the other 2 coming soon after (again as soon as any spell that uses one of them is available). This will allow getting used to the dial-a-spell game mechanic as you level up.
The other big issue for me for glyphs is needing to have your spell book on you and equipped to use them. No other class needs to actually keep their book equipped. Removing THAT necessity would really hammer home the main point of "you can use a wide variety of spells without needing to mess with a book" appeal of the whole system. I get they wanted to prevent Wizards from skipping the money sink involved in purchasing spells, but I think a different solution needs to be considered than forcing a book to be equipped. A Wizard that cantrip'd their glyphs being able to cast while naked during CR would definitely give other classes something to be envious of.