Then drop the casting times and the costs also if you feel like it. Rituals costs and casting times are there to prevent the casters overshadowing skill using characters. However, if you are willing to accept some imbalance then there is little to loose by shortening casting times to enable some of them be cast in combat.
Alternatively let the players spend some resource to speed up casting line action points.
I actually like that this one takes 10min and lasts a long time (maybe too long...).
As others have said, it preserves the value of other abilities. If you want to be able to instantly understand a Mindflayer that you run into out of the blue, you take the language! This ritual is great if you have done research on an area and think it will be populated by X, or if you have run into a Mindflayer and think more are out there then you cast the ritual.
I do agree that some of the rituals have casting times that are too long or durations too long/short, but I like the basic system.
In one campaign, I have limited the ritual feat to the classes that get it as a class feature (so you can take Ritual Casting if you multiclass into one of those classes). Gives it a little more cost and preserves a little differentiation for Wizards, Bards, Clerics, etc. I also let Wizards cast a ritual of 5 levels or lower (min 1) for free each day.