Well, I'll say this: the new Mind Blast sure as heck was amped up (I believe it's Mind Blast). We see Solas cast it at around 5:40 after Flashfire, and WOW (you can see the purple brain icon mapped to the R1 button).
I'm going to chime in on the useless argument, but it's from the side; I don't really want to get embroiled in a debate.
For me, DA:O's abilities were...alright. I don't honestly think any of them were utterly useless; they all functioned in some way. However, the problem for me is: How useful are they when compared to other abilities? There was also the problem of having to go through abilities you maybe didn't want to get to ones you did. Every time I take Flame or Frost weapons, I have to grit my teeth because I NEVER use those spells, but I love the other spells in the trees.
In DA2, EVERY ability felt like it did something that other abilities didn't do (at least in my opinion). I mean, just considering the damage abilities:
-Spirit Bolt: Not incredible damage but very fast, low cooldown, and cheap to cast over and over.
-Walking Bomb: Very high damage but requires careful timing, party control, and proper set up (sometimes it was wasted, in other words).
-Fireball: Basic reliable damaging spell over a moderate area that becomes bigger once upgraded. Mostly about the damage though.
-Firestorm: Devastating damage over a good area, but you had no control over where the damage fell so you could hurt inconsequential targets (or no one) or yourself on Nightmare.
-Winter's Grasp: High damage and great control (by freezing), but only single-target, and the AoE is so small once upgraded that it won't always work.
-Cone of Cold: Decent damage and control, but the control was tempered from being too abusive (no freezing at all at first).
-Chain Lightning: Moderate damage but bigger area if done right; upgrade needed to make AoE easier to pull off; no friendly fire
-Tempest: Even distribution of low damage over time over a HUGE area; unlike Firestorm, it's lower damage but far more stable.
-Stonefist: Single target moderate damage (lower than Winter's Grasp), but faster recharge and has light control elements (knocks enemies back and away).
My point is that each of these spells had far more of an identity than the spells in DA:O. In Origins, Flame Blast and Shock, for instance, seemed like the same spell (to me, anyway) but with different appearances. Even if lightning drained Stamina, it wasn't apparent so there was little reason to differentiate.
DA2 took spells that were already similar and just combined them to be more streamlined and efficient. I think the best example of this is Dispel Magic; you got an AoE dispel from the very start in DA2 and it basically upgraded into a weaker version of Mana Clash. It eliminated a lot of fluff and got to the core of what the ability did, and it balanced the abilities in the process.