Stave I would argue we have more than one spell which isn't working right (I understand this is more a matter of degree and how we view things). Let’s consider Benumb and Enfeeblement. Benumb level 30.6, Enfeeblement Level 42. Both are stifles both are on the same timer, both last 10 seconds, both have a 20 second recast, both have the same cast time.
Now this in my opinion is a little messed up, here's why. Enfeeblement a spell 12 levels higher has only one difference, it works on level 60 mobs where Benumb only works on level 46. Great, except I don't see that as an increase in spell ability, ergo power. I consider this broken. VF should do more than increase in level of mob usability. This is a subtle distinction of broke but something seems missing, perhaps a longer duration. Only the designers would know the facts. I think we both can agree though, this spell does not scale in any tangible way other than level usage which is only preventing the spell line from becoming unavailable.
What is really happening is the lower spell will become useless so they give us the same spell and now make it effective for the rest of the levels we need it to work in. The only real net effect on us is that we have to spend cash to upgrade the same spell over; assuming upgrading it does something to improve it, this I am not convinced of yet.
Now let’s look at another spell set. Discretionary Flow verses Vital Flow This example I will reference the level 42 wizard (that is currently my wizard level) DF 170/320 = 53.1% efficiency, VF 187/340 = 55.0% efficiency, spell level difference 11 levels at base, 12 levels current usage level, both adept one. Here is presented another example of having to pay to upgrade the same spell over again (as they are also on the same timer). While technically an improvement, does any reasonable gamer consider a 17 point power boost (where the average power pool is 2.2k) and less than 2% efficiency increase for a spell difference of 12 levels something to get excited about? I personally don't.
Of course there are classes that have it much worse than we do, this is why SOE is literally rewriting a core element of the game. I am not inclined to let SOE off the hook, rewriting all the combat elements for all the classes both melee and spell skills this far into the game release is both a credit and a sad commentary for the state of the game. I am reminded of a quote "If you can't find time to do it right the first time, where are you going find time to do it right the second time?" anonymous.
In conclusion, there are more spells broke than just one and the class has more issues than just resistances from my perspective. I do hope they get the game play right this time. Let's not forget though it's the same team that wrote the game so they have to now do two things at once. Learn fast from their mistakes and then figure out how to fix them, all this under the umbrella of making the game fun, challenging and giving it longevity. I do have faith they can do this, but please don't rush them (and designers please don't rush!). I believe it was rushed to release and this caused some of the problems we see today.