Rage should not be a switch you turn off. The whirlwind that is a barbarian in a rage is far more interesting if there are more comcequences to using that rage. Otherwise why ever come out of it?
Spell damage is way too high at first level. For an example: Cure wounds used against the undead at first level
"If the creature is undead, it must make a Constitution saving throw. It takes 4d8 radiant damage on a failed save, and half as much damage on a successful one. "
At first level? Really? seems a bit high don't you think?
Or inflict wounds the Black guard (paladin 1st level spell)
1st-level necromancy The negative energy that you channel instantly saps life from a living creature or restores vigor to an undead one. Casting Time (Swift): 1 action. You can take another action as part of the same action, but not an action that involves casting a spell or activating a magic item. Effect: Choose a living or an undead creature that you can see within 25 feet of you. If the creature is living, it must make a Constitution saving throw. It takes 4d8 necrotic damage on a failed save, and half as much damage on a successful one. If the creature is undead, it regains 1d8 + 4 hit points. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each level above 1st, and the healing increases by 2d8 + 1 for each level above 1st.
That is ridiculous at 1st level and it is a scaling spell.
The damage I feel is the games biggest shortcoming, coupled with once again a sense of uniqueness to each of the classes. (perhaps it would be better to criticise it by saying, in past editions, previous to 4th, each class filled an integral role. I do not feel that and I miss it.) It allowed for players to have a night where their character really was the star and with luck earned his/her rightful place in the party.