Disarm - My PHB doesn't include "this is the only way you can remove a target's weapon" in the description of exorcism of steel. In fact, since there's no explicit rule about how you disarm opponents, both the player and GM have free reign to come up with what they want. Heck, I could use Intimidation and say I'm forcing them to drop their weapon via steel-edged persuation. No restriction.Don't have the books with me, so, off the top of my head:
Disarm /encounter
Trip 1/encounter
Tumble 1/encounter
Use healing items to regain hp (when out of surges) N/A
Use two magic rings before X level
..........and there are many more. A DM is free to ignore as many of these as he pleases of course but they are the RAW.
Trip - There are oodles of powers that knock the target prone, and again, none of them say "this is the only way you can knock a target prone or otherwise trip him." No restriction.
Tumble - There are oddles of powers that allow you to shift more than one square, all of which you're free to describe as 'tumbling' - remember, you're free to re-write the 'flavor text' of any power. No restriction.
As for the rest... let's be honest. You're picking at specific options with limitations on their use and saying this is somehow a restriction on being able to do general things. You are not restricted from healing yourself or otherwise gaining hit points; there are rather specific resources you use up, and you then have to use *gasp* other options! There is a limitation on magic item uses, but there is no limit on the ways you can do whatever it was you were trying to do with the magic item in the first place. A 'wand of fireball' may only be usable once a day, but that doesn't mean you are suddenly "restricted" from dealing damage at range, or from setting things on fire. You only have one specific option removed.
If you see that as a "restriction," then no game with any kind of rules will work for you, since the whole point of a rule system is to provide a framework within which you play.