Rituals you either love them or hate them, at least my group seems to and mostly they just hate them, not all of them mind you, but almost all of the 77 10 minute or less rituals (I found 11 that I couldn't see being used in a combat round environment) used to have in combat round applications (granted there are still a few that could be weeded out I think) for our group throughout the years and now not so much. The folks that have access to Ritual Caster now just would rather take Alchemist b/c then they could at least use their stuff in combat, any rituals you can pay some one to do that or convince one of the party members to please take the feat.
Some of the rituals that used to have in combat round applications: Passwall, Rope Trick, Arcane Barrier, and others. Now if you are being chased by the bad guys and you are out of options all you can hope for is to prolong the combat round by 100 rounds so your wizard can get you out of the jam by casting Passwall b/c you ran into a dead end. I don't know about you but our combat don't last that long.
So I'm not happy with some of the rituals and the players in my game who play wizards aren't happy with rituals, along with just being unhappy with wizards in general. It's very likely that we'll sit down and look more closely at the rituals with a "in combat round application" and house rule the casting times or something to make them useful again. I don't want them to be instantaneous b/c I like the tension that can come from it.
I've seen a few things that cut the casting time to 1/2 (scrolls, magic items), but that still is a very long time in combat. I think some of the rituals could be served by having them prepared in advance like the scroll, but then have the casting time set to X number of rounds, and with each successful check it shaves another round off the time, & beating the DC by 5 or more will take an additional round off that way you can have that desperate stand in a dead end, while the wizard preps your way out of dodge.