Here are some thoughts on other spells:
Toll the Dead.
It's nice to have another necromancy combat spell. I suspect d12 is too much (even if it is contingent on the target already being wounded) -- esp. since the Death cleric's Reaper ability means that it can be twinned. This will make for a very nasty villain.
Guiding Hand.
This is remarkably powerful, and seems to take away (or at least reduce) a big part of the Exploration dimension -- or rather, changing the nature of the challenge, and forcing the DM to stymie the spell effect: "The hand stands 5' off shore on the quicksand sea..."
Primal Savagery.
It seems odd to me that the wisest druid in the forest does the most savage fingernail damage. I would much prefer to see it as a weapon attack and not a spell attack. Interaction with Shapechange hard to predict just reading it.
Puppet.
Easy way to disarm an opponent (drop a magic wand, magic sword, etc.). Combined with Luck or disadvantage, major combats might be over quicker than intended. Curiously, it will be disproportionately adverse vs. opponents who have already acted in the round (high-initiative), since once dropped another character can scoop it up, or whatever.
Sense Emotion.
With no save, I would expect public figures to have this being cast whenever in public -- instant detection of anyone wishing them ill.
Sudden Awakening.
I think it's meant to be a spell to deal with wandering monsters at night, but it's pretty cool as an anti-Sleep spell too.
Healing Elixer.
Replaces goodberry as the way to burn through remaining spell slots at the end of the day.
Unearthly chorus.
Bardic performance checks now amped up significantly, with 100 attempts to beguile your target for each song. It needs to have a clause adding that anyone who makes a save is immune from the effects of the spell.
Zephyr Strike.
This is an excellent spell, if only because (as has been noted) it offers a different way of rangering than Hunter's Mark. However, it makes you fast. Too fast. A regular Dash will now take you not 60' but 120'; a Rogue 2 with cunning action would be able to move 180'/turn.
A rouge 2 with a Haste spell can move (((30' + 30' [Zephyr]) x 2 [Haste]) x 4 [move, action, bonus action, additional action]) = 480', 520' if you are a Wood elf. zoom! 59 mph/95 kph!