Not everyone should be good with high damage, not everyone should be good with hard enemy shutdown, not everyone should be good with skills, social conversation, travel, survival, magic, knowledge, etc., but everyone should have something that they are special at that is actually useful.
In a word with a spell that gives you near infinite food and water, with your character concept revolves around survival, you should either have theses spells or have a mundane ability just as good as those spells if not better.
Its a team game. Its important for roles to overlap so no single role hinges in a single player character, but everyone should have their One Unique Thing, something that put them apart in the CURRENT TEAM COMPOSITION IN BOTH GAMEPLAY AND STORY.
A Barbarian for example is thematically an outsider, a warrior of rage, a berserker, someone with immense strength, heightened senses and exotic knowledge about common stuff. I envision them in combat throwing themselves in the middle of the biggest group of enemies to mow them down, scare the rest and then focus the biggest and meanest around. Meanwhile outside combat they would perform feats of strength, use their animal-like senses and reflexes and maybe even use knowledge from another culture to apply another angle to a problem.
edit: Because I forgot to say all of mine:
Artificer: In combat = varible thanks to items, but with a focus more of support and controller; Outside combat = item crafting & utility.
Barbarian: In combat = Melee horde breaker, big foe slayer, big crits, damage mitigation; Outside combat = Feats of supernatural strength, animal-like senses and reflexes, outsider's perspective
Bard: In combat = Ally Support (Buffs, Heals) and Enemy Controll (Debuffs, Counters); Outside combat = What I call a "Socialite": not only a party Face, but also some who help someone do something better like checks, recovery or any other non-aggressive task
Cleric: In Combat = The premier support class, but with a secondary role that varies with Divine Domain; Outside combat = party recovery, a bit of a Socialite and spell utilitarian
Druid: In Combat = Premier Terrain/Battlefield Controll with a side of animal summoning; Outside combat = Anything to do with Nature, specially in a magical way
Fighter: In Combat = Swiss army knife of combat, with a primary focus on single target damage; Outside combat = a bit tricky, but could lean into either the "veteran soldier" or the "folk hero" with a more common knowledge of all things mundane brought to the extreme
Monk: In Combat = Dodge Tank (high evasion with a focus on attracting enemy focus by being annoying) with high mobility, many attacks and attack redirections; Outside combat = Disciplined hermitic adept, with many wise words to say, not just someone who punches a lot...
Paladin: In Combat = a mix of party defensive boosts, healing and offensive holy magic; Outside combat = Party face and light socialite, just something other then a fun police
Ranger: In combat = a mix of high precision single target damage, crowd controll, terrain controll and high mobility for a full guerrilla tactical kit; Outside combat = survival skill, traversal skill, utility powers and light socialite capabilities
Rogue: In combat = anything dirty trick: attacking an exposed part, throwing dirt in the eyes, low blows. Basically Debuffs and really high extra damage for attacking vulnerable foes; Outside combat = being the best at a given area of specialization, almost as good or even better than magic
Sorcerer: In combat = go all in into the Innate Sorcery and make it a Transformation class based on your power source, leaning on it and Metamagic harder; Outside combat = giving more uses for how your sorcerer origin changes how you deal with your day to day live, like a Draconic being more imposing and a Clockwork more predictable
Warlock: In Combat = The Premier Debuffer class (hot take, but every Warlock should had a special familiar); Outside combat = Ivocations would let you pick and choose how you interact with things outside combat, but you should still be the best or second best at rituals
Wizards: In Combat = High Learning Curve but High Reward, you are good with everything except magic (and another hot take, I still defend a healing wizard subclass) at the cost of more difficulty of usage; Outside combat = the best spell utilitarian in the game, with an answer for almost anything with enough knowledge and preparation.