There is a lot of interesting stuff here.
First off, some of these spells fill in holes. Ceremony gives us Atonement and the creation of Holy Water. Healing Elixir shows us the basis for the creation of Healing Potions (but not how they are made permanent).
Best news ever though? Clerics now have two additional attack cantrips. Praise the Gods and Goddesses finally. Hand of Radiance is interesting, but my Cleric who worships a Death Goddes and recently found an artifact of hers is really going to have fun with Toll the Dead (just need to reflavor the bell to a Flute and it is perfect).
I agree with Ceremony perhaps being better modeled by a non-magical ritual or perhaps a class ability, but the ship has sailed. I would remove the 25 gp silver (which isn't consumed, though that is probably a typo) and replace it with a holy relic or something similar. I feel some of these should be doable with just your holy symbol, though adding costs into the individual effects wouldn't be too bad. I agree with Funeral Rite being less powerful than Gentle Repose, but Gentle Repose is a 2nd level spell. Perhaps an option to upcast this spell to create more permanent or powerful effects, but that gets into dangerous territory fast. Easy enough for a DM to house-rule but it could make Ceremony one of the more powerful spells in the game if WoTC did it.
Cause Fear is fascinating, because for levels 1-3 or maybe even as high as 5 enemies having 25 or less hp is fairly common, so it is a spell that in it's level bracket almost automatically gives itself advantage. I'm not sure how I feel about that.
Chaos Bolt is super cool, but I'd like up casting it to give a better chance to hit multiple targets. I like being able to pick which d8 is used to determine type after you roll though, gives the player some control over it.
Guiding Hand is... I'm not sure I like it. It essentially means the party is never going to get lost as long as they know at least one major landmark that somebody has made a map of at some point. Not a huge deal unless the game relies on them not knowing exactly where they are going, but it does point directly to the landmark, ignoring barriers and easiest passage, so it can still work out to a degree.
Primal Savagery is cool, but I don't think it is necessary to specify the player can choose teeth or claws. It took me two read-throughs to understand why that sentence was there.
Is Puppet potentially better than Command? They are similar, but Puppet is completely silent (the only spell I'm aware of with only a Somatic component) and is really long range. But, it does specify it only works on Humanoids and is limited to only movement or dropping.
Snare is cool, though I might increase the DC for a nearly invisible trap to be slight above a 12 to spot (Ranger Spell DC with Wis 14)
Sudden Awakening is way to niche for it to be a spell. I think the only reason it is not a cantrip is because they want Ranger's to have it and I don't think most Rangers would waste the slot on it.
Unearthly Chorus is an Epic spell for the bard to have, love everything about it.
Wild Cunning is nearly useless in some of it's aspects. Spend 10 minutes talking Nature Spirits into setting up camp, or do it yourself... I do like the ability to find tracks or water and the like though, and for the first time I'm wondering about taking Ritual Caster for the Ranger.
Virtue is interesting. It seems meant to be cast on the front line before their turn (or before the enemies turn) could be useful for a non-combat cleric who has run out of healing spells, but is probably not worth using otherwise. Still, the ability to prevent some amount of damage at will is very nice.
Zephyr Strike is amazing. Permanent Disengage, advantage on your first attack and an extra 30 ft of movement. That is amazing and definitely a strong contender against Hunter's Mark. I can actually see both melee and archer builds liking it too, which is always a bonus.
So yeah, 90% of this is really cool, even if few of the spells are actually going to replace staple abilities.