This is all true.
However, it's also heavily dependant on how many times those things are actually coming up over the course of an adventuring day.
Casting a spell (or using another limited-use resource) in place of a skill check will obviously burn through resources quite quickly. On the other hand, using limited resources to guarantee success on especially important skill checks would seem perfectly reasonable.
Bear in mind that hit points are a limited resource, too. So if you rely on expertise but end up fluffing a key roll (because a d20 is still swingy) and end up taking damage as a result, you're still down a limited resource. It just happens to be a different kind of limited resource.
See, this is where our philosophies heavily diverge.
I see absolutely nothing wrong with having all of those. If anything, it sounds exceptionally useful.
Yes, you're not going to be doing all of them at the same time. But so what? The point is not to use all your spells all the time. The point is to have a utility belt of options that are there when you need them. Shield is there to protect you from either a single high-damage attack or a swarm of little ones. Absorb elements can protect you from a lot of damaging spells, AoEs and the like. Silvery Barbs can protect you or an ally from a single attack, whilst also adding Advantage as a bonus. And those three spells are all just Lv1, yet will remain useful throughout a mage's entire career.
Then you've got Counterspell, which is absolutely incredibly when you need it. It's not something you're going to be casting every round or even every fight. But when an enemy wizard throws out Synaptic Static, you (and your party) will be incredibly grateful to have it.