No, not rituals, specifically.Didn't Klaus say he worked on ritual options for one of the books that was canceled? Seems like they really have thought about this stuff a lot. It sure would be interesting to see the devs actually discuss what they've looked at and what they did and didn't like about those solutions. I say that especially since it seems to me there ARE some things that can be done to make rituals more interesting and appealing and some of them seem like quite solid options.
I somehow think they do not have alot of the PHB left in stock but they made a decision to promote Essentials and would not WANT to redistribute a portion of the game that is not the focus.
I just want to see whether they can detach rituals from money cost. It works "fluff wise" to attach rituals to money, but I find in practice it doesnt, and I think the comment that was made reflects our group experience.
Its too much at heroic (meaning it almost never gets used), and super-trivial at epic (meaning you have to design around constant counter-ritualing).
To me, making rituals work is about finding a cost that isnt money.
The thing is (XP aside) there's nothing else that a character has that it can pay that it doesn't just get back in 5 minutes or a day. AP, HS, HP, whatever become totally situational costs and the players can meta-game the heck out of that. So basically we're left with GP and XP, take your pick...

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.