So ritual casters can't make uncommon items from scratch? How will we get them? A new dm chosen quest for each one, or just put them on our wish lists and hope they fall into our laps?
I think this is one of the reasons the new system is there. While not everyone will agree, from my perspective (both as a player and a DM) the original system left the players too much freedom in selecting magic items.
Typically, characters I created (beyond those at first level, of course) never wanted to replace any of their items unless it was with a more powerful version of the same item. The magic items were so important to character optimization that a different magic item (even if it were a higher level) could actually reduce a character's effectiveness. And I don't think that's the effect the designers were going for.
Personally, I like to min/max, but when it gets to the point that I'm never interested in any magic item that I didn't hand pick to enhance my build, it makes finding magic stuff pretty boring. So I like that now I can only buy/craft common items. Now if I want something more powerful, I have to find it or make do with what I have. No more Lasting Frost + Cold weapon right out of the gate (or any number of similar shenanigans), which I think ultimately is a good thing. But if you don't, you can just ignore the rarity system and keep right on doing what you're doing. Win-win(-win).
On a related note, even though there aren't many common items now and I suspect more are coming, I think expecting a list of several commons to choose from at each level is kind of missing the point. It's true that there might not be a level 8 neck that's good for a paladin beyond the plain old +2 at level 6, but I think that's kind of the way they want it. Common items will work a little like inherent bonuses: they keep you current with the game math, but that's about it. If you want cooler stuff, you're going to have to go out and find it.