#RAW: No, you can only replace spells of 1st level or higher

> **Spells Known of 1st Level and Higher** [...]

> Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.

###That section only applies to spells of 1st level or higher (context matters)
For the sorcerer, ranger, bard, and warlock the sentence above is under the section *Spells Known of 1st Level and Higher*. 

The phrase must be interpreted with that context. When read this way it is clear that when it says "one of the spells you know" it is implied that it means only those 1st level and higher. There is a cantrip section immediately above that one which does not have any such wording.

###Both the old and the new spell must be ones that use spell slots (and cantrips don't)
Additionally, the phrasing implies that both the spell to be replaced and the one that it is being replaced with must use spell slots:

> you can choose one of the spells you know and replace it with another
> spell from the spell list, which **also** must be of a level for which you
> have spell slots.

The implication being that the spell that is being replaced is already at a spell level for which you have spell slots. The reason they don't say this more explicitly is likely because of the context of it being under a section  that is only talking about spells of 1st level or higher. And cantrips, despite being 0 level spells, [don't use spell slots][1]:

> The first sentence of the rule on cantrips says they don't use spell slots. The rule isn't kidding.

#Rules As Intended: Cantrips are not intended to be replaced

This also seems to follow designer guidance/intent as [Jeremy Crawford][2] says:

> Q: Is it possible at all to replace a known Cantrip with a different
> one? Or is that a permanent choice?
> 
> A: Learning a cantrip is typically permanent. A DM could come up with
> a story-based way to replace one w/ another.

#Narrative reason: cantrips are special

The narrative reason for this is likely because cantrips are different from spells in that:

> Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. 

[Jeremy Crawford][3] seems to support this narrative as well:

>  A cantrip is special: it grows in power as you do, and it is magically bound to you. In most D&D worlds, that bond isn't easy.


  [1]: https://twitter.com/JeremyECrawford/status/949353794680180736
  [2]: https://twitter.com/JeremyECrawford/status/659845946537345024
  [3]: https://twitter.com/JeremyECrawford/status/606216243440271360