[DISCLAIMER!!! I THINK RPGS SHOULD FOCUS MORE ON ROLEPLAYING THAN CHARACTER SHEETS. IF YOU DISAGREE THIS POST IS NONSENSE. INFER ABOUT ME WHAT YOU WISH.]
Knock, Remove Curse, Water Walk, Mind Link, Mending. These are abilities I hate as a GM. These are character abilities which skip fun game elements for too little cost. I call them shortcut powers—abilities that characters 1) attain easily and 2) which bypass challenges without creative effort.
I have restricted these and a few other minor powers from the setting I am currently fleshing out for my players. It's not because I hate my players or want things to be "realistic" or "difficult" or any other cursed rpg topics. Its because they are only useful to skip challenges that the GM thought would be interesting. Nobody is using Knock to open the simple lock on the wooden door, they are using it to skip a puzzle or open a vault. This is not the players' faults. They should be solving problems in the simplest and most effective manner.
Sometimes, the shortcut is so powerful, that GMs create a somewhat arbitrary reason the power doesn't even work. I've done it before. This is lame.
In my current long running 5e game, there was one extended plot-line revolving around a princess with a wasting disease. It was super sucky that the one time the paladin encounters a character with a disease, his Lay on Hands feature just didn't work. Sure, I explain that this is a powerful magic disease afflicting her, but then when they attempt the Remove Curse spell, that is not effective either. I'm in a hard spot, either the party can spend some low level, infinity renewable resources like spell slots to resolve a major plot-line immediately or I can overrule their character sheets to preserve the challenge of the story. I can give a dozen examples of how various shortcut powers create this problem.
None of this is an issue so long as you make these abilities are either not easily attainable—such as not being gained automatically through reaching level 3—or if using the ability presents a challenge or decision of its own.
Resource expenditure ≠ Fun
One argument against my position is that so long as they are expending resources it is okay.
UMMMM, NO???
I see it all the time. 5e games especially, create this feeling because it the system is balanced around an adventuring day where characters are expected to have 101 encounters before they reach a big final battle in the evening. In 5e, a 10th level cleric and 10th level wizard have 30+ daily spell slots between them. A level 2 Water Walk spell to cross the underdark's ice-cold Lake of Shadows is essentially free.
In my extremely humble and non-dogmatic opinion, this puts WAY too much responsibility on the GM to create challenges that are solved through player skill rather than character sheets. I personally believe that 60% of the "high level D&D is broken" and "casters outstrip martials" arguments are due to these simple shortcut powers completely skipping the challenges which martial characters would normally excel at.
When to use shortcut powers
Use them when they make the game more fun. Its that easy. If you don't intend to worry about how many rations the party has on hand, don't ban Create Food and Water. If you are running a witch-hunting game, probably ban or modify low level powers which would unilaterally remove curses.
How to make shortcut powers interesting
Remember my definition for shortcut powers are powers that 1) characters attain easily and 2) which bypass challenges without creative effort. There are tons of ways to remove the shortcut aspect of these powers.
Make them limited use, or give them a drawback. Incorporate into the power a decision point.
Is this stone door really worth one of two uses of the Knocking magic item? Or should they give the rogue time to work on it while they defend against the few crumby wolves.
Is it worth using Remove Curse if the failing the spell's casting check would make the curse much worse?
I get when people are hesitant to ban or restrict powers from the agreed upon system. But ultimately, the goal of playing ttrpgs is to have fun. If your group likes resource management, restrict shortcut powers which nullify that aspect of the game. If you as the GM want getting to and from the island to be party of the environmental challenge, consider restricting Water Walking powers.
I know when I was a new GM, I felt a lot of pressure not to restrict anything that appeared in the system's 1 million pages of content, but I think that first campaign could have been more interesting if I had removed just a few of the shortcut powers I've listed here.
Yell at me in the comments. (I've yet to receive a comment on my fresh, hip blog and I can see from the analytics 85% of my views are bot crawlers lol.)