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If you consider those traits "tiny" you either haven't played or you haven't understood wizards.
I do however agree that Illusion and Transmuation doesn't feel great to me, but the "tiny" traits definitely shape their entire playstyle.
With your argument you could also claim that a barbarian with a greatsword is the same as a fighter with a greatsword. They might be wielding the same weapon, so they're similar aswell, but they still have clear differences.
He has not taken a SINGLE point of damage after hitting level 10 (yes I kept track).
I think learning spells from scrolls of your correlating school of magic makes them cheaper to learn
Also, at lv6 their evocation cantrips always deal at least half damage, which is really good if you're low on spell slots but can't do a long rest at that moment.
And at lv10 you add your int modifier to the damage of evocation spells.
Divination can be really powerful, if you're willing to deal with the constant reaction pokes in combat (or turn it off as a combat reaction and use them solely for conversations). Though getting a couple of good rolls stored after a long rest can prevent a lot of save scumming if you're that kind of player. Or you can use it to make sure powerful attacks miss in combat.
At lv 6 you gain a third Portent dice and you can regain spent dice with a short rest as long as you fulfill the prophesy given to you when resting.
At lv 10 you can give yourself Darkvision or Use See Invisibility (which may or may not be useful to you).
Edit: I never actually checked, but I guess you can't use the Portent dice on Skill checks only Saving throws in conversation, making them a little less useful for that. But if that does work there's still plenty of interactions where you need to do saving throws against wisdom or constitution.
If you're planning on doing a bunch of Alchemy the Transmutation subclass can be really good to get you more elixirs and potions.
As for the Illusionist bit, they don't seem to get all that amazing in my opinion.
I haven't poked around much with the rest so I can't speak of their usefulness.
Abjuration: you gain a ward that gains charges whenever you cast an abjuration spell, up to double your Wizard level and it reduces damage by the number of charges, then takes away one charge. Essentially, a level 12 Wizard is able to absorb 24 points of damage from a single attack. At level 6, the Wizard can use the ward to protect allies from damage and at level 10 short rests increase the number of charges by your Wizard level. This makes Abjuration Wizards, who already specialize in spells designed to improve survivability, much more capable tanks than most other characters.
Evocation: Sculpt Spells makes allies immune to damage and effects from AOE Evocation spells (Burning Hands, Thunder Wave, Gust of Wind, Shatter, Fireball, Lightning Bolt, Ice Storm, Wall of Fire, Cone of Cold, Sunbeam, and Wall of Ice), which makes their spells safer for melee parties. Their evocation cantrips also become more likely to do damage and their evocation spells have their intelligence modifier added to their damage rolls. Where Abjuration Wizards focus on enduring damage that could probably kill a Paladin, Evocation Wizards are devastating offensive combatants.
Necromancy's not as useful: Grim Harvest sounds nice, but very few damage-dealing spells come from that school, so you're likely only going to heal double the value of the spell slot rather than triple. Necromancy Wizards get a better Animate Dead due to being able to raise an extra corpse and create more capable minions, though. Inured to Undeath is only useful if you're going up against enemies that use necrotic damage, which is another weak addition.
Conjuration: Create Water is useful for certain segments of the game where you have to deal with fire, but it's a once per short rest ability. Benign Transposition can let the Wizard swap places with an ally, which could theoretically have uses in combat. Focused Conjuration is a pretty powerful one that comes up at level 10 and means that you can't have your concentration broken by damage while concentrating on a Conjuration spell (and there's a lot of fairly useful Conjuration spells that require concentration). Overall, Conjuration is good for a support Wizard that focuses more on causing chaos indirectly than anything else.
Enchantment: Hypnotic Gaze is an action that makes an enemy more or less harmless. It can be extended by repeatedly using it and has infinite uses, which is useful, but requires you to be in melee range of your target. Instinctive Charm makes an enemy change attack targets if possible and forces them to spend their reaction to do so, which can be useful for dealing with mages that have counterspell. Split Enchantment means any Enchantment spell that targets one enemy can target two instead, which naturally makes them twice as useful if they work. All this makes Enchantment Wizards excel at suppressing and incapacitating enemies more than other spellcasters.
Divination: Portent is the obvious and truly powerful bonus here. Every Long Rest you get two random "Portent" dice that you can swap out for the result of an attack roll or saving throw rolled near the Wizard, turning a crit into a miss or perhaps allowing your tank to escape being knocked prone. Expert Divination gives a third Portent Die and gives a few ways to regain them outside long rests. Lastly, Divination gains access to Darkvision and see invisibility, making them a useful addition to a party going up against enemies that like to go invisible. The ability to manipulate dice rolls makes this a pretty powerful subclass overall, if you know the right times to use the Portent dice.
Illusion: better minor illusion at level 2, can be cast while silenced and as a bonus action. Of all the schools, this level 2 perk is probably the weakest on its own, though since Minor Illusion makes enemies turn to face it you can use it to give rogues like Astarion a better opening for a backstab in combat. At level 6 you get the See Invisibility spell for free. This is somewhat nice, I guess, but it can first be learned at level 3 by any Wizard and isn't as good as Divination's True Eye: See Invisibility. Illusory Self lets you force an enemy to miss an attack against you once per short rest. Overall Illusion wizards feel more underwhelming than any other Wizard subclass.
Transmutation: Experimental alchemy gives you the chance to make a second solution for free whenever you combine extracts. Not sure what that means off the top of my head but it's useful if you do a lot of alchemy. Transmuter's Stone lets you create a stone that provides an effect to the stone's holder. I'm not sure what the effect options are, however. Shapechanger lets you turn into a bird and gain the ability to fly. Essentially this is a free Fly spell that lasts half as long.
Overall Abjuration, Evocation, and Divination are the most obviously useful Wizard subclasses, Illusion is probably the worst, Necromancy is suboptimal compared to just having a healer or picking Abjuration, and the rest are pretty situational.
And yes i know the game has pathetic low amount of spells so you CANT play a magic specialist of certain schools (mabye evocation works). But i expectet that your subclass has at least SOME influence on the spells of that school.
It feels wrong that a Hold person works EXACTLY the same no matter if its cast by a Evoker or Enchanter. If noone else feels that is plain WRONG then well i guess DnD5e audience is just happy to throw fireballs.
I simply dont get why regarding spells its completly irrelevant what school you learned (aside from evoker).
You're not wrong in that some perks are rather lackluster, but I don't feel like your initial premise of subclasses being "entirely pointless" holds true.