If you are happy for some one playig a wizard to pay a tax in the form of multi-classing or feat acquisition to gain a spell, why would you be against them paying a tax in the form of in game time, money, resources and research to create a spell?
personally I don’t find that much of a “tax”. Maybe it’s just me or how our table handled things in the past but spending some money and collecting resources and time researching (which in my experience a lot happens in down time out of the game unless the DM makes an adventure out of the process) isn’t quite the same “tax” as using a precious resource like an ASI or hampering spell progression to take a dip or feat. so basically the DM could say (and not saying this is how your DM would do it) “ ok, since our last gaming session, 6 months have past in game. Pay 5,000 gold and you spent that time researching. You now have Eldritch Blast” something like this doesn’t seem like much of a tax
And if the UA Feats are an indication of how WotC goes forward there may be less reason to dip and more incentive to take a feat to customize your character.
Well as the DM for my group I set up some bits and pieces for both researching spells and getting spells to become permament or at will, without going into all the nitty gritty for it, the base time to research a new spell was (level +1) x (level +1) + (level +1) in months of research, so to research a cantrip would be 3 months, a level 1 spell 6 months etc, and after each month a ability check would be required with a failure adding more time and cost to the research, crtical fails meaning the research had to be started over, crit successes reducing the time. There was more to it than than but thats the basic calculation for time.
How many gaming sessions would the player sit out and not play during this time while the rest of the group played and got experience?
I would assume zero as it would take place outside of the actual gaming sessions. Some DMs would go so far as having mini solo adventures to flesh out the process. which is fun for the player but really not something that is onerous. its a neat idea and if it works for your group that’s great.
But I still don’t think wizards should learn Eldritch Blast.
EDIT: I like the system you use and I think that it would be good for a wizard to research a spell on the wizard list to add to their spell book. I think it would be a good way beyond just learning 2 spells per level and luck on finding spells/scrolls to add to your spell book. But Eldritch Blast or any other spell for that matter I don't think should be available to a class that it was not intended for. To me, Eldritch Blast is a signature spell that is granted as part of their Pact and granted by their patron, not something that can be researched and learned. When you take Magic Initiate (Warlock) I see it as kind of a mini pact where you gain some power, but not what a full warlock does. Same for the UA feat to learn invocations. Similarly, Magic Initiate (Cleric) is gaining divine power from a god just like a Cleric, just not as powerful.
Anyway, that's just my thoughts on the subject. And each table is different and can do what they think is best for their group.
How many gaming sessions would the player sit out and not play during this time while the rest of the group played and got experience?
I would assume zero as it would take place outside of the actual gaming sessions. Some DMs would go so far as having mini solo adventures to flesh out the process. which is fun for the player but really not something that is onerous.
its a neat idea and if it works for your group that’s great.
But I still don’t think wizards should learn Eldritch Blast.
EDIT: I like the system you use and I think that it would be good for a wizard to research a spell on the wizard list to add to their spell book. I think it would be a good way beyond just learning 2 spells per level and luck on finding spells/scrolls to add to your spell book. But Eldritch Blast or any other spell for that matter I don't think should be available to a class that it was not intended for. To me, Eldritch Blast is a signature spell that is granted as part of their Pact and granted by their patron, not something that can be researched and learned. When you take Magic Initiate (Warlock) I see it as kind of a mini pact where you gain some power, but not what a full warlock does. Same for the UA feat to learn invocations. Similarly, Magic Initiate (Cleric) is gaining divine power from a god just like a Cleric, just not as powerful.
Anyway, that's just my thoughts on the subject. And each table is different and can do what they think is best for their group.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?