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We'll, there's a difference between buffing and utility casting.
There are some guides for buffing out there. For example, I've seen a guide to maximizing inspire courage. However, when you start talking about most buff spells, the amount of optimization available is pretty limited and mostly it boils down to, "do you have the spell or not?"
There is a further problem with spells like fly, feather fall, water breathing and freedom of movement which straddle the line between buffs and utility spells: they are highly situational. They are very useful if you need to melee a flying for or if you are traversing a narrow ledge along the side of the gorge of doom. But in a ten foot tall dungeon corridor, they won't see that much use. Since situations are very campaign specific, you won't find them discussed as much as things that come up all the time in nearly every campaign like reducing monsters to 0 hp.
Now if you go to non-combat utility spells, those have a further problem: modern (3.5 and later) adventure design philosophy. Read any of that and they'll talk about things like not gating the ability to continue behind a skill check or a spell. Don't assume the party will have x spell, etc. That's all for the good, but the point of most utility spells is to get past locked gates (literally in the case of knock or passwall). Sometimes they will be able to make an adventure easier (or break the adventure as some designers see it) but the closer adventures hew to that philosophy, the more likely you'll be able to get by without using out of combat utility spells (or that the writer will give you an item in case you don't have it). The role of utility caster is intentionally being written out of the game.