I disagree with the folks who want counter spell removed.
I don't think that they want counterspell removed, I think that they want it changed so that it has some utility against the predominantly instant-cast spells that Legendary Heroes has.
For example, by making it a curse-type spell, where you cast it on a target and if it sticks, then the next spell that that target attempts to cast fails, or a defensive spell that you can cast to give the next hostile spell cast at your army a chance to fail.
If I wanted to give love to any of these it would be the Ice Elemental spell. That one needs a small boost of some sort. I would honestly get rid of the Craigspawn and Ignis spells if it were me. I'm not a huge fan of the Fire/Earth split of the level up path either. Seems odd to me that all smmoners get Air Elementals but only some get Fire or Earth.
I'd personally rather see the spell-granting traits in the summoning line become something like Shrill/<Intermediate Elemental-type units>/Elemental Mastery and perhaps a couple others, granting you the ability to summon Shrills of various elements, Ignys/Ophidians/etc, Fire/Ice/Air/Earth Elementals, and then have a few specialist traits branched off letting you get special things like Summon Delin or an ability to summon a Shrill Lord. Even better would be if the spells you received at each level were determined by what spellbooks you had - no more water/air mages with Fire Elementals, or things like that.
As for spells I think are currently not useful:
1. Shadow Bolt - either I can make a spell stick without this, or I'm not really high enough of a level for this to help that much anyways.
2. Counterspell - most of the spells don't have a cast time anymore, despite that they are often as strong as those that do have casting times.
3. Blind - -25% accuracy isn't much of anything. The dodge reduction in the patch notes for 0.92 might be decent, but once I get a fortress up and running or have a decent commander hero, dodge isn't really a problem for me anymore.
4. Candlecloak - I've never seen this do more than maybe one or two damage to an attacking unit, and it costs a lot to cast, so I don't really know why I should bother using it.
5. Death Lash - I know it's meant to be used on slave units which are extremely expendable, but even on them it's questionable - much beyond the early game, slave units are hardly worthwhile except as fodder, and in the early game it isn't really that good of an idea to continually have to replace parts of your army because it slows down city development (Slave Militia may only take one turn to produce, but 1 turn times however many you sacrifice for the relatively minor bonus conferred by this? I'm pretty sure that in most cases I'm better off casting Cull the Weak and then Flame Dart, if I actually want to get anything done).
If I can think of more, I'll add them later.