Xanathar's Ranger spells graded:
1st-level
Absorb Elements: Rangers now get to enjoy the resistance to elemental damage on reaction that Wizards and Eldritch Knights had been enjoying for a while. Woohoo.
Zephyr Strike: Walk around without drawing OAs and make one attack with advantage and extra damage with a big boost in speed after. Terrific mobility boost and especially valuable for melee builds who need to weave through enemies to get to who they want.
Beast Bond: A spell with the expressed purpose it seems of making Beast Masters suck a bit less. They still suck, but this is mandatory for them. Everyone else can give it a hard pass.
Snare: A magic trap spell with a very small radius that you probably won't use often enough to be worth one of your precious limited known spells.
2nd-level
Healing Spirit: Up to 10d6 healing spread out among whoever needs it most with a 2nd-level slot. Becomes 20d6 with a 3rd-level (same as the Paladin's Aura of Vitality!), 30d6 with 4th-level and so forth. Arguably the best healing spell in the game now.
3rd-level
Flame Arrows: Lasts up to an hour or up to 12 arrows or bolts. As long as you cast it BEFORE you start battle, this is typically better on the action economy vs. Hunter's Mark.
4th-level
Guardian of Nature: One form gives STR-based melee Rangers some much-needed love, the other is more for your typical DEX builds. Both are quite good.
5th-level
Wrath of Nature: Massive area of effect (60-foot cube), with a host of nice crowd-control effects.
Steel Wind Strike: Nice to have a melee-weapon based AoE, although the damage is still slightly less than Conjure Volley (which could be cast with a thrown weapon). The extra mobility to close to an enemy in melee instantaneously is nice. Not bad, but not great, either.
Overall, Rangers got treated pretty nicely in the spell department.