I am perfectly willing to try a completely new magical system but it has to make sense to me. .
Here again your example does not make sense to me unless you are saying the knock works like actually picking the lock the way a rogue does and that does take skill to manipulate the mechanism. Okay that can explain the ten minutes though like a rogue who gets better at picking a lock manually if that is how you view it then a wizard who uses it and uses it often should get better and then faster at it.
We all choose where to draw the line at what seems believable to us and what just blows that out of the water. For me the rituals and the various powers make the game not fun for me.
I would not want to be designing it either talk about a huge task ahead of them if their goal really is to try and please fans of editions.
I found this strange. If I understand your argument, things done by magic should be done virtually instantaneously... because it's magic. To me this makes no more sense than any other arbitrary time to perform the task. Obviously, if the time to cast the spell is to long compared to the benefit granted, it would be a poor choice. The point I was trying to make above is the combat magic is more the unleashing of raw magical force that is (largely) undirected, where more subtle effects, such as
knock require much tighter focus and direction of magical energies into specified formula with stricter control, etc. It works for me, though I agree that 10 minutes is probably to excessive in this particular case. One minute would be enough.
This brings me to another issue I've had with earlier spell systems. There are huge lists of spells in existence, many of them very flavorful like say,
Illusory Script. A very flavorful spell but, I know my experience runs counter to many of you who run intrigue laden campaigns where
Illusory Script saves the day, but I have rarely seen the need to take it in daily spell preparation, especially since it has to compete with the likes of
Fireball; yet it's nice to know I have it in my spell book and
can use it, if the need arises. Therefore, IME, Illusory script is largely a world building, or fantasy world simulating spell. This is great, it draws me into the fiction and helps the game come alive a little more. Unfortunately (you knew there was an unfortunately coming, didn't you?), this breaks down for me when you realize that a lot of your spells ( though certainly not all, like the above mentioned
Illusory Script) are conveniently able to be cast in one round or less, because they were
really designed to fit into a combative adventure's arsenal of quick fixes that could be pulled out of a hat (or wand or scroll, etc) in a moments notice. And while they may be relatively balanced
in that context, it really messes up the immersion factor when you give even a cursory thought to what world changing effects would be wrought by any moderate talent wizard who spammed these spells out of the combat / adventure scenario. So it gave me a good simulation at first blush, indeed it practically forces one into a fantasy world simulation mode, then kind of ruins it me at the same time.
Now there are many ways to put in limits (there are only so many wizards of any talent in the world and they don't work for free, etc.) or rationalize your way around this, but at least 4e, for all its flaws (and there are many), tried to address this somewhat and make some of that world changing magic less accessible through the Ritual system. Did it work well? No, not really, but I think it was an admirable attempt at the problem.
Then there is the ever escalating magical 'arms race' of spell/magic resistance, spell turning, various globes of invulnerably, and not to mention the 'nuke' of dispel magic that gets thrown into the mix to counter the ever increasing potency and convenience of spells in play. Once again, this can be great from a verisimilitude perspective, but it does get rather cumbersome in play for the actual
gamers trying to, well...play the game.