Most of the examples you've provided are of DM-placed obstacles that happen to provide for an arcana skill check to circumvent them, and I don't see that as supporting a general conclusion that the rules permit expanding rituals.
I think that this way of thinking about, or describing, what is going on is a mischaracterisation. It appears to assume GM-driven play, whereas the general orientation of 4e is towards player-driven play.
The general point can be illustrated by the discussion of Quests (=, roughly, scenarios and their associated goals) in both the PHB and DMG:
PHB p 258: "You can also, with your DM’s approval, create a quest for your character."
DMG p 103: "You should allow and even encourage players to come up with their own quests that are tied to their individual goals or specific circumstances in the adventure. Evaluate the proposed quest and assign it a level. Remember to say yes as often as possible!"
That last line is a recurring refrain in the DMG. It also is found in advice that the GM should "say 'yes'" to player suggestions about what might be feasible for their PC to achieve by way of the player making a successful skill check (see eg DMG pp 73, 75).
Suppose, then, that the players establish as a goal for their PCs the rescue of the NPC that
@Manbearcat described in his scenario above. If they decide to break into the evil necromancer/alchmist/Dr Frankenstein's stronghold, then the set-up that Manbearcat laid out would be a good response by the GM to the plaeyrs' play of their PCs.
But suppose the players decide they're going to teleport in and rescue the PC by teleportation infiltration? The GM is not under instructions to say "That can't be done!" The GM is advised to "say yes as often as possible", and to use the generic tools of the game - DCs by level, the skill challenge framework, etc - to resolve this. And it's not as if there's no guidance. For instance, p 74 of the DMG says that:
It’s also a good idea to think about other options the characters might exercise and how these might influence the course of the challenge. Characters might have access to utility powers or rituals that can help them. These might allow special uses of skills, perhaps with a bonus. Rituals in particular might grant an automatic success or remove failures from the running total.
This clearly allows for the sort of action with teleportation rituals being described by me and others in this thread. It is reinforced by similar sorts of stuff in the DMG 2. What would be central would be the establishment of a two-way teleportation portal. The use of a relevant ritual would be the key in establishing that this is feasible within the fiction.
How to go beyond that basic element of the skill challenge resolution is not something I'm going to try in this post. To do that well would require etablishing a lot more about the context of play than
@Manbearcat has given us. (As p 72 of the DMG says, "More so than perhaps any other kind of encounter, a skill challenge is defined by its context in an adventure.") Though even without that context there are things I can easily imagine, like a failed check to hold open the two-way portal being narrated as lightning from one of the pillars blasting someone out of the mouth of the portal, allowing enemy flesh golems to rush through it to the PCs' home base.
Instead I simply point back to the example I linked to already, upthread, of a chaos sorcerer conjuring elemental magic out of the body of the dead dragon Calastryx, which had the result of openining up a portal which the wizard PC then took control of using his Sceptre of Erathis. That gives an idea of what a skill challenge involving teleportation and harnessing magical energies might look like, and it has the virtue of being a fully worked example of an actual play experience.
It simply did not occur to me that anyone might interpret page 42 and "say yes" as giving the PCs magical abilities in excess of the descriptions of the rituals and magical powers/items.
Your overall account of "sameyness" seems to take this premise, combine it with the second premise of
similarity in rules structure, recharge rate etc of powers, to reach the conclusion
they're needlessly/unhelpfully samey.
The better inference, I suggest, runs in the other direction: powers, skills, etc are all similar in rules structure, recharge rate, etc with a fairly clear resource economy; hence from the point of view of abtract rules framework having no regard to any particular bit of fiction, they're interchangeable; hence p 42, "say 'yes" as often as possible", etc, are all as applicable to "magical" action declarations as "mudane" ones.
This inference and its conclusion is reinforced by looking at the many examples I've posted and referred to (of skill challenges, traps/hazards, etc). After all, how would the fiction make sense, for instance, if a PC can use his/her Arcana skill to manipulate an enemy's portal (as in many publlished skill challenges examples) but not one created by his/her own ritual?
In the fiction, how are these different phenomena?
I'm aware - by way of both rumour and direct posting - that there are many 4e GMs who did not always or even often say "yes", and who did not draw any connections between resolution and the shared fiction. In fact, to me it seems that at least some unhappy experiences with 4e (and I express no opinion here on your - Xethereal's - experience, knowing so little about it) resulted exactly from these sorts of disregard of clear implications of the rules and adjudication guidelines and so saying "no" rather than "yes", and insisting on distinctions that are grounded only in a certain metagame (eg GM vs player-initiated events and phenomeona - qv skill challenges as "exercises in dice rolling") rather than in the fiction.
For me, this circles back to a more general contrast between 4e and both earlier versions of D&D (AD&D, at least some approaches to 3E) and maybe 5e also: these other versions are very relaxed about resolution frameworks and expect the GM to manage things primarily by establishing and adjudicating the fiction directly; whereas 4e works best (it seeems to me, both from my own experience and looking at how those who haven't liked it seem often to have approached it) when everyone at the table respects and deploys the resolution framework, but the GM relaxes his/her control over the fiction and follows the lead of the players together with the outputs of resolution.
Approached in the fashion I've just set out, it's very easy to play out the teleportation, infiltration and rescue if that's what the players want to have their PCs do. (That's not to say it will necessarily be easy for the PCs to
succeed - as
@Teemu has pointed out, 4e in general has less player-side "fiat" magical abilities than other verions; and in the skill challenge of teleportation, infiltration and rescue things may well go wrong and even come completely unstuck if the players fail too many checks for their PCs.)