Rituals:
1) you can learn/cast any ritual that uses a skill you have trained, the feat lets you perform all rituals regardless of skill training
2) Gems are ritual batteries, you need to use gems in your ritual, and subtract the cost from the gems value. I find it more believable that residium, and I never liked the fact that gems are just 'inconvenient money'.
feat tax:
every three levels, gain one feat from the feat tax list (expertise, focus, defense feats, any proficiency, multiclass power swaps)
Powers:
1) when taking a power with an energy type, you can choose any other equivalent type: fire=cold=thunder=acid=lightning, Force=pysch=radiant=necrotic.
1a) I tried giving even more flexibility by letting you leave it variable by reducing the damage dice one size.....I partially regret this, it gives a bit too much flex and not much cost. On at wills this can exploit vulnerablities more than I'd hoped. Its not an actual problem, but it has potential I don't like.
2) melee weapon powers can be used with range weapons as follows: Str/Con powers with heavy thrown, dex/int with light thrown, cha/wis powers with simple ammunition ranged. It hasn't been used yet. I like the idea, and my players do to (so they said) but it han't been needed.