Dynamic as you want it to be is the exact problem though. Its dynamic as you want it to be not dynamic as it needs to be. Which is honestly my problem with it. The class is effective with 1-2 buttons and Spirit Blade, while not the highest damaging ability, deals the best damage type, deflects projectiles and annihilates barrier/guard. When you combine this with damage to generate barrier you need to be constantly dishing it out to maintain defenses and Spirit Blade negates one of the single most dangerous types of attacks for a mage ( Especially on nightmare ): Projectiles. So you also need to keep swinging to maintain ranged defense.
By combining everything into one spell which is essentially just an auto attack along side a damage = defence mechanic they inadvertantly encouraged spamming it. KE would have been better served by having Fade Step be an active blcking ability like shield blocking which could deflect projectiles. That drained mana to absorb hits. So KE wasn't relient on constantly dealing damage to generate barrier and the playstyle had more dynamic / depth to it.
Same with Disruption Field. That should have been a second melee strike ability for more variety. There's plenty of CC to go around in the other mage trees.
Yes and no. Spirit blade was always going to be the central focus of the class, so it's not surprising it's both a defensive and offensive lynchpin. Did they overdo the focus? Perhaps, but there's a big difference between that and claiming the class just spams it without thinking. You cannot simply click spirit blade forever and have the game just play itself. It needs a very specific build - including spells from other schools - to get into a state where it can reliably rotate through spirit blade/fade cloak and maintain its barrier. Once you get to the stage where you're building a character with the express intention of synergy and power, you can't then start complaining about power. I suspect the main issue with KE is that it's a spec for a class that has to retreat everytime it takes a hit, and for whatever reason, the most vocal can't handle the idea of that switch. I didn't hear anyone screaming their heads off about how OP shield wall is when you can position it in such a way to take 1 damage per tick against a dragon, or tempests using their insane flasks of lightning/focus to slay dragons in minutes.
As for Disruption Field... Tbh, it's both an underrated spell and an oddball. It's as much a shield as it is crowd control and tends to reward experimentation over mindless spamming, which makes sense given the same people who whine about spirit blade spamming are also the ones whining about how useless Disruption Field is.
And speaking of crowd control... I'd have to disagree that there was plenty to go around. Outside of the Specs, crowd control spells in this game are generally poor deals. Static Cage gains it's popularity from its upgrade (which changes its function), Winter's Grasp is considered little more than an early game choice and flashfire is a joke. The reason all the specialisations have their own CC methods is because they can't rely on the standard schools.