I've had this issue a time or two, and it's not hard to fix.
Bardic Inspiration and Guidance are abilities like any other. Unless you're particular about having casters describe every spell they cast and warriors every sword swing, it's a bit unfair to put them under the spotlight to use these abilities. The only limitation I put on these is they must have already been used before the call for a check, and they can't be used for activities that take longer than their duration. They'll still get used a lot (especially guidance), but the player chose to get the ability, they should be allowed to benefit from it.
With group lore checks, do you have the whole party (or whomever is involved/interested) roll, irrespective of proficiency in the pertinent skill?I use group checks far more than suggested in the PHB, because I feel it's a good way to adjudicate when the group works together. For example, I use it when the group is attempting to be stealthy, because I assume that the people good at stealth will help the clutz in the plate mail. Lore checks are also done as group checks, except I don't punish failure; instead each success grants a little more information.
Do you mean you individually don’t allow re-checks, so the Rogue couldn’t attempt to pick the lock but the Warlock with thieves tools proficiency could try? Or do you mean you don’t allow re-checks systemically, so once the Rogue fails to pick a lock that lock is unpickable to the entire party until something major changes?Oh, one other thing you didn't mention: I don't allow rechecks, pretty much ever. The check indicates your ability to succeed or fail at a task; trying again will get the same result. The only way to attempt the check again is if something major has changed since the original check.

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