Fell You're an enchanter main with no wizarding experience or credibility to talk on how the class should be designed or played.
You don't know the mana costs of spells and have not crunched the numbers to know their damage to mana ratio.
The wizard already has a flash/bolt style spell. It has two of them. They are good situationally for their respective purposes on interrupts and increasing casting speed of the enemy.
@Kalarian is correct that their current iteration does not match their identity. If you go back and read the wizard identity and defining traits they are incorrect. The reclaim magic is more useful later on as the TTK increases and you can put 5 stacks on, nuke, and then reclaim, and then put 5 stacks back on and nuke again. Its just kind of a silly mechanic to put stacks on and take stacks off and it doesn't work well with more than 1 wizard on the mob trying to reclaim stacks for mana.
Before Volley the wizard put on stacks of its Seal of Magic by auto attacking with dual wield, and by using low level fast casting spells to quickly build 5 stacks. Then they created volley. Volley used to be 0 mana. It was like a way for them to sort of do some damage for free when OOM and also apply stacks at range. The staff imbue also had a conal fear ability but no one really utilized that much sadly. So they tried all that and did not like it and then changed it. There was even an iteration of the wizard where reclaim had no CD and volley was still free mana. So you could essentially just volley and throw 5 stacks on, reclaim, volley and throw 5 stacks on, reclaim and do that again and again to regain mana while doing some low sustained damage. But they changed it so that reclaim as a 30 sec CD, and volley costs mana. So they looked at those versions and decided that wasn't how they wanted things to go.
The glyphs DO in fact produce a spell with a reduced cast time already. It does not reduce the mana cost though. The system does have the problem of not being able to see the cooldown remaining on purge and reclaim, but those are the only 2 spells with a CD on the glyph system. But if you use the glyphs to cast something like a Fireball, the produced spell does have a reduced casting speed, slightly, because it accounts for the fact that you needed to push the glyph buttons and catalyst to get it off. This has been tested through videos on the wizard discord forums previously as working as intended.
The biggest problem with the glyphs isn't the things you're mentioning, you do often need more than the 4 spells that you could possibly fill in their place though, maybe not early on but later on you do. The biggest problem I see with the glyphs is that you can no longer cantrip them to use them when you die. The glyphs now requires you to have the spellbook with the spells in it in order to use them. So when you die, you're left with a bunch of cantrip'd glyphs that do nothing without a spellbook on your person. Other spells you can memorize and put on your bar and put your book in your bank and still be perfectly fine. If you die with those spells cantrip'd then you can still use them. The glyphs dont work that way, and the other 5 spells on your bar you wouldn't really need to cantrip and there would be zero reasons to put things like shroud of magi or a regular nuke on your bar cantrip'd in case you die because the glyph system already handles casting those spells.
As far as the numbers and mana costs and "Better Spells" we just need to wait for the balance patch to come forward. They will tweak and tune the numbers then. Hopefully they also provide an explanation for where they see each class sitting on the totem pole of damage.