Idle thought given too much time, but counterspells could be nicely handled by lower-level spells that cancel out their effects, and are only circumstantially useful the rest of the time. Here are some low-level ones.
Lead-Line
1st-level conjuration (ritual)
Casting Time: 1 action
Range: Touch
Components: SM (a pinch of lead dust)
Duration: 24 hours
An item that fits in a 5' cube, or suit of human-sized armor, becomes lined in a thin layer of lead, enough to block many divination spells.
Armor gets +1 AC, and is considered heavy armor. It gets +2 to its Strength requirement, or acquires a Strength requirement of 13 if it didn't have one.
Tracer Missile
Evocation Cantrip
Casting Time: 1 action
Range: 180 feet
Components: VS
Duration: Instantaneous
A glowing, pulsing dart of magical force streaks towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4+1 force damage, and the next magic missile spell that targets the target uses the tracer missile's range and ignores any effects of the shield spell.
This spell's range increases by 30' when you reach 5th level (210'), 11th level (240'), and 17th level (270').
Swallow Lie
Enchantment cantrip
Casting Time: 1 action
Range: Touch
Components: VSM
Duration: 1 hour
You touch the mouth of a willing creature and speak a phrase of up to 10 words, which it then swallows. Until the spell ends, the target can reply to any question with the swallowed phrase - doing so doesn't count as a lie to magic which detects such, if it was spoken outside its effect.
A human-sized target can only swallow one lie at a time, and can't eat while it has one swallowed.
Perilous Path
1st-level divination
Casting Time: 1 action
Range: Self
Components: VS
Duration: 8 hours
You and any party you travel with suffer a significant penalty to random encounter rolls for the spell's duration.
If you are trying to follow the path of someone trying to evade you, they rise to the top of your random encounter roll.
Vigilance
1st-level abjuration
Casting Time: 1 action (ritual)
Range: 30 feet
Components: VSM (a burning feather)
Duration: 8 hours
Any number of creatures you choose within range (including yourself) gain advantage on Wisdom (Perception) checks if standing watch for an hour or more. In addition, they have advantage on saving throws against spells or effects that would put them to sleep, and their HP counts as double when determining the effects of sleep spells.
Ghoul-Brained
1st-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: VS
Duration: Concentration
You and up to two other creatures you can see within range become immune to paralysis. Affected creatures' natural attacks deal an extra d4 damage against living creatures.
Casting this spell at higher levels: Another target for each spell level.
Undead and constructs are not affected by this spell.