PPewt: The good abilities are way better with the exception of Horror and Slow Poison both being largely useless but situationally very powerful. Draw Upon Holy Might is an absurdly good spell to have at your disposal as most classes, and Cure Light Wounds is... less bad than Larloch's Minor Drain, since it gives a bit more healing every time you rest.
I consider Larloch's Minor Drain more useful than Cure Light Wounds, it's an instantly cast ranged spell which can disrupt casting, does damage and heals the caster.
For healing when resting you've clerics and druids, they get plenty of level 1 and higher level spells.
Horror is a powerful spell, but I never use it since I want my enemies staying close instead of running away.
Vampiric Touch is also very useful, you go to the enemy and suddenly deal 6-36 HP without a save and heal the same amount of HP.
The usefulness also depends on class, clerics get the "good" special abilities as spells while mages get the "evil" ones.
I'm rather surprised to see Sorcerer not only absent from the best PC list, but graded a B (with Blade at a B+!). It is unquestionably the most powerful non-dual/multiclass character, and in a party probably the most powerful player character choice period (although eclipsed by classes such as the Fighter/Mage, the Fighter/Thief, and the Fighter/Mage/Thief for solo runs). While I absolutely agree with the author that it is a terribly unfriendly class for newbies and I would not recommend it to anyone on their first run, neither are many of the classes and kits he loves like all of the aforementioned dual/multiclasses.
Even Dsimpson isn't perfect, sorcerer is in fact the best class, far superior to normal mage. To get the same flexibility a mage would have to be able to memorize more than 5 times more spells than possible.
It's unrealistic to assume that players having their mage change their spells at every rest so they might cast more different spells with a sorcerer than with a mage.
It is a good class to play even for first time players, you get a familiar, there's no sorcerer NPC so this is your only choice for spontaneous casting which adds far more depth into the game then the stupid and user-unfriendly "know one night before what you're going to cast next day" metagaming. You choose the spells you like and then you're going to cast them a lot, you decide what you cast when you need it, not one day before.
Beginners might not always the most powerful spells per level (they wouldn't memorize those spells as mages either) but they'll definitely end up with some useful and fun spells for them at each level. In emergencies they can still cast spells from scrolls and chances are high that there'll also be at least one "normal" mage in the party (like the thief NPCs).