Eh I dunno. I'd say making Glarebroil spectacularly visually snappy spells would quickly feel old and kill any sense of spectacle after the 10th cast in a row. Much like SMN's design no amount of spectacle will save a mechanical gameplay that is repetitive.

Having highs and lows is what makes things special. That's why "builder>spender" classes are an easy way to create gameplay flow because doing things right to get that "I now finally blast everything" feels satisfying.

Of course, you have to match that visually spectacular thing with a significant gameplay impact or else you'll make the player feel like crap.