The issue I think in conforming to their expectations as set by primarily d20 based games is - as GM you're just creating a massive rod for your own back that will absolutely dimish your experience with Genesys. Players have been conditioned through CRPGs and d20 to think in a very regimented, hierarchical and crunchy way. It's a vertical model; at Level X, Spell Y gains Z% more damage/attacks. That's not how this system works in any way, so trying to shoehorn that mentality in will just ruin it for you and them. And, as GM, it'll make your life harder.
one thing I do with my players is ask "ok so what do you want to achieve here? Tell me and I'll help you find a way there." D&D was really good, esp was 3.0 onwards, in conditioning the players to view the GM as adversary and not ally, which Genesys does not at all subscribe to.
If you player wants to do something and the only way they can express it is via D&D spell, the absolute worst thing you could do is try to create the spell as a distinct Genesys widget. "Oh you want to fireball. I'll make a fireball spell, how's that?" It's terrible, thanks for asking.
Instead, figure out what that spell achieves narratively (forget the mechanics, you don't have a binary axis of resolution so it's all out the window) and work back from there. You want to cast a spell that causes the cluster of thugs to catch fire, and also any surrounding terrain like crates, curtains, etc? We can do that with Genesys RAW. And that's how the mechanics work, so you're just teaching them to think in Genesys - not D20 - terms.