I'd really suggest a rethink, cause you're missing out on an amazing set of GM tools. Remember that Jim wrote them in the first place because of the stories he wanted to tell.
First off, there are the laws to prevent spells that shut down stories. Mind reading and looking into the past kill almost any story that involves secrets or 'who did what to whom'. So, the third, 4th and 6th laws. Also note that there are workarounds Harry uses, but they all complicate/make interesting the story. Soulgaze & using the Sight can give you indirect evidence about whether a person did or could have done something, but it doesn't give any solid proof. Plus, using either puts you at risk of 'see Cthulhu in their head, go temporarily insane' syndrome.
Then you have the laws that influence how the story will go, and what kinds of things the heroes will do. 1st law isn't just 'no kill', it is 'no kill with magic'. That means you will see wizards fighting with revolvers, swords, flaming ghostly chains, etc instead of tossing fireballs. Also, it is don't kill souls/free willed folks. So humans are definitely out, animals & a lot of monsters are fine, and then you have things like WC vampires that generate should I /shouldn't I stories.
If you WANT fireballs, you could drop this law entirely. BUT, say you want heroes to toast badguys, but don't want the hero toasting the town guard. Then, come up with a fancy version of 'PC races are no-nos, but Orks are a soulless hivemind created by Orcus, so they are fair game." Maybe a deity filled in the details.
Other laws and story: 2. Don't turn your enemies into cockroaches and step on them. 4, 5, and 7. Good guys don't use Charm Person, Animate Dead, or Speak with Illithid. If you want cockroaches, charmed minions, zombie mine detectors, etc, just change the law.
Another benefit. Bad guys can break all these rules, so if you want a bad guy necromancer it's fine, he'll just be crazy and maniacal laughter.
And finally, they create stories abut Heroes skirting the edge, or the consequences of breaking the laws. Harry: angst abut breaking 1st law, loophole finding to animate Sue, Molly and her various mind magics.
TLDR, tweaking the laws can be very good for your game. Tossing might be extreme.