Just some notes I figured I'd toss in well after the fact that I've found help in my groups:
-When I play a prepared caster, I have a "standardized" list or two I keep with me with spell names written down. It's not every spell slot, but it's a decent portion of them, and I title them things like "Traveling with Random Encounter chance", "Dungeon", "City/Social", etc. I'll leave 1-3 spell slots of any given level open (depending on spells per day) so I can do minor customization, with a suggestion for what I will normally prepare. That way, when I know what I'm heading into, I just say "This sheet is my prepared spells". Half a page of paper, usually, tops. If I have to do something a little out of the ordinary, I customize those spare slots with whatever oddities I might need (higher travel assisting spells, more anti-undead, more CC, etc.). The only time these lists change is when I level up, and that's just to adjust the list if I need to for more spells per day or new spells learned that might come in handy. Spells I commonly use, I have an index card with the relevant spell information on it, including source and page name in case the DM wants to look it up.
-My players now take this same tactic. If they have a prepared caster (or in some cases, even the warblade players), they have a quick shortlist of names of their standard prepped stuff to minimize the work they do. They write stuff out on notecards, and keep those notecards handy. The DM Keeps the notecards in between sessions, usually, just so they don't get forgotten on game day.
-I get a little bit draconian, though, sometimes. If they habitually misplace their notecards, I don't let them hold up the game by writing out new ones. They'd better just know the spell, or have the book open to it when it's their turn. If they don't pay attention enough to combat that I can run through 9-10 enemies turns and resolve them all (including multiple casters) in less time than it takes them to decide what spell they are going to cast, I skip them. Yes, it is a dick move and makes me a bad DM, but combat times in my games improved from 45 minutes for 1 round with 10 occupants (6 of which were NPCs), to 2-6 minutes a round, depending on complexity and number of rolls.