Yes, as in compared to a caster blaster like sorc/stormsinger/caster druid. Fvs has some nice spells, don't get me wrong, but they have breakpoints of casting offensive capability, rather than consistent scaling from lvls 1-20 and into epics. Giving divine's their due, divines have nice survivability, and a lot of buffs that a new player is likely to find useful, like death ward. Didn't mention alch because frankly, they are complicated, Multivial also has some really odd scaling going into epics, and flask healing has some unique targeting. On any first life caster outside of warlock your likely to run into SP issues unless your heavily reliant on meta'ed SLAs, and stormsinger has those in spades.
On previous character I had first life charisma based dragonborn favored soul for R1 that was focused on spell casting (I am not new, I am just not chasing TR and like playing with first lifers from scratch, including no ship buffs or tomes).
At lowest levels I used my favored weapon to save some sp and wait for cooldowns, but wizard, druid or stormsinger have less in their pool (not to mention that they do not have attack and damage with weapons for free, flame blade is not usable on many enemies if you are not able to bypass fire).
Since mid levels (around 10+?), I mainly used damage spells as my playstyle while weapon only for some nearly dead or easy weakest single targets and later Ameliorating Strike just for free heals.
Spell casting tree increases spell power by +1 universal (+2 sp) per ap for total 1-80, +20 capstone (6th core, level 20), +20 light/alignment 5th core (level 18), so if you decide to put only 41 ap, then you end with 61 (41+20) universal and 81 light (+20).
DC is +2 all within 15 meter aura (3rd core, level 6) +1 all (5th core, level 18) +2 all (6th core, level 20) +1 evocation (T5, level 12).
Caster level (T4) and max caster level (T5) are +3.
Temporary sp (T2, Just Reward) is 10 per each critical hit with spells that happen often enough with aoe.
I always take maximize and empower (sometimes heighten, depending on class and what SLA are available), so free maximize (+150) and empower (+75, total +225) for SLA plus tree and items (including insight if possible) and implement (Just Reward, minimum level of favored weapon).
I rotate spells between cooldowns (as we know, SLA have longer), so I always have something useful to cast.
On level 1 I have Nimbus Of Light SLA (T1) - light (there are only few enemies that have immunity/resistance/healing, golems absorb all elements), dice is just 1d6 per level, but there is no save (and obviously no sr), range is double, max caster level 15, only 2 sp, 4 sec.
On level 3 I have Sun Bolt SLA (T3) - again light (I do not need additional spell power item or secondary element for immune enemies), dice is 1d6+3 with evocation reflex save 13+, range is double, max caster level 15, this is line aoe and I able to hit few enemies (some players may need to practice with proper targeting), additionally, this spell has 50% chance for crazy double damage just like Lightning Bolt (not sure if intended, but it works), 8 sp, 6 sec.
On level 12 I have Cometfall SLA (T3) - 1d6+3 bludgeon aoe, 2-8 sec trip aoe (no sr), 2x conjuration reflex save 16+, max caster level 20, 25 sp, 12 sec.
On level 20 I have Searing Light (6th core) - no sp cost, again light, 1d6+6, double damage to undead, no save, double range, max level 10 (but hits harder than Nimbus Of Light), 3 sec.
Cleric can get more SLA with proper domains (+3, including 1 aoe, they use light if are different spell power).
Aoe spells worth to consider (there are various single if someone wants more) to use between SLA (including non damaging, but still useful): Soundburst (evocation stun, sr), Prayer (like extra 1-5 dc plus buffs around self, no save, no sr), Holy Smite (evocation blind, no sr, most enemies are evil), Flame Strike (evocation, nice one for only 20 sp), Greater Command (enchantment trip with possibly long 6+ sec, sr), Blade Barrier (evocation, stays on terrain, hits every in and out), Cometfall (already as SLA, might be secondary when waiting with cooldown), Symbol Of Stunning (enchantment trap, might be useful in some situations), Fire Storm (evocation), Celestial Bombardment (evocation trip, 3x save, massive damage), Divine Wrath (evocation, light plus heal combo), Implosion (evocation instant death, sr).
You can be backed by Death Pact spell, just in case.
I also used Dragon Breath SLA (fire to match with spell power for other spells), but this is just bonus in specific case.
I am currently playing another first life wisdom based druid that focuses on spell casting and I can not say that I have better "blaster", because there is not enough sp for this (except temp sp that actually require weapon crits in wolf form or thankfully wolf companion crits if you are in spell casting elemental form) and no gear room for SLA with too many different spell powers (fire, cold, electric, force, light aoe, possibly acid, plus positive for heals).
You probably had blight druid in mind (just force/acid/poison, plus extra SLA with other elements), but I would still doubt if proper favored soul (and even cleric with proper domain) is noticeably weaker (thanks to larger sp pool, enough spells to rotate, reliable light damage, secondary fire for more options).
I would say that none of full spell casters are easy for new players (you need knowledge and fast reaction to play properly due to low defenses in general, so sorcerer can die quickly while divine can at least heal if needed), but very effective for experienced.