The Human Target
Adventurer
I definitely would not want to get rid of rituals. A problematic "spell" like Teleport was quite well-fixed just by making it a ritual. You can't just run away from being detected or combat, you can't teleport anywhere you want to go (only where the setting allows it), etc.
The Martial Practices seemed pretty weak, unfortunately. Some also didn't play nicely with others. There's one that let you run faster. Great. The rest of the party can move at regular speed, or use the Phantom Steed ritual and give everyone a high speed (plus sometimes the ability to walk on water).
You can easily add those limitations into a utility power.
Rituals are a weird kludge bolted onto the system.