If "3E's spellcasting characters" were the fun-model they were following, then it stands to reason that the end product would be PCs that play very much like older-edition wizards/sorcerers, i.e. their power selection/"spell list" is essentially their interface with the world. Beyond shooting off your powers to resolve a given situation, the only other mechanical options they gave us are: magic items (which are now just a subset of your power deck), and skill checks (which involve either a very vanilla d20 roll on a chart for a few set tasks; or else a process of free-associating a particular function out of the broadly defined skills, "Mother May I" negotiation with the DM, and page 42...). Rituals only count if we restrict the "obstacle" to something with a longer time frame, and in any case don't really change the "spellbook" nature of 4e PC abilities (i.e. if you know you have 5+ minutes to solve the problem, you go from flipping through your power deck to flipping through your list of known rituals).