Oh, certainly. It does absolutely streamline the process significantly, and I approve of such efforts and intentions.
It's slightly inhibited by the fact that they went ahead and did add flat bonuses to things on top of that, but it's still far easier to keep track of for the most part. Doesn't stop it from looking a bit silly at times though.
Had a round last week, which ended up going into an apparently improvised trip to the elemental plane of water and a *very* improvised return from said plane a few minutes later, as the DM had apparently not expected the players to immediately jump blindly into the very-obviously-a-portal whirlpool (I'm really not sure what other possible course of action he could have predicted). I got to play around with Light a bit, which while it hasn't strictly speaking been a great deal of use this campaign, has certainly proven to be a very versatile and fun tool to muck with. Has so far still not been used for actually illuminating any dark areas.
I've also been fiddling with a couple character concepts, and somewhere along the line I got it into my head to try working out how best to exemplify a sort of stereotypical witch using 5e classes and archetypes. As it stands, I'm actually leaning rather towards Druid, particularly Wildfire Druid... Not only do you get fun abilities like the very thematic--if not super powerful--Produce Flame (hey, it's witchfire!), there's also classical witchy stuff like communing with or even turning into animals. But what I found out I really liked about the subclass is the level 10 ability that lets you sacrifice a goat to heal someone for 2d10+WIS. May not be the healiest of heals, but it's got loads of style!
I feel that Warlock feeds into a different side of traditional witchiness, such as familiars and having bargained their soul for unnatural powers, which is also fun... Speaking of which, has anyone gotten the chance to really play around with Investment of the Chain Master yet?
On the other side of things, I've been looking at small rune knights, for no other reason than because I think it's funny that it simply sets the size to Large instead of going up one step. And since it ties in with grappling as much as it does, small grapplers are additionally very entertaining. Gnome seems like a solid go-to since you get the advantage on mental saves vs. spells, but if you can wing it grung looks like it could be pretty cheesy for a grappling build... You've got advantage on Athletics checks to keep them grappled, they've (possibly) got disadvantage on whatever check they're trying to use to get out. Then you can shank them with bonus (save vs.) poison damage, because playable grungs are well-designed like that.