Theres alot there that can cause problems, and some are minor, but I listed everything, just for completeness.
Fear, Confusion, Hold Person (and Tasha's to a lesser extent, being a disable), will be the main concerns, but as you said, things will shift more into a reactive, rather then proactive stance. Wizards won't be passing out Lesser Mindblanks for the most part, and Clarity's duration is too short. But, as said, most of these effects will be removable, in a party.
Bane and Doom cast by enemies will start to function, as some people might fail these now. This is a good thing, I think, as it makes their previously worthless spells at least someone worth casting (rather then just being free rounds of attack). But it will add a bit more against the low level party, as both have a decent duration, and will slow up fighting and draw things out.
As far as PvE play, I see change, but nothing that isn't managable, and people will adjust. My worry, is in the PvP arena of play, Basically its just opening up another cheap 'gank' tactic in the the manner of Holding Spells, that will no longer have a reliable counter save for higher level mages. A 21-22 DC isn't out of the question for a focused enchanter, even in the 5-8 level range, most equivalent fighter sorts will have little they can do against this. Its the same thing we see with Flesh to Stone, as this is another 'gank spell' that has no counter, save getting your saves high enough.