Overall I am very impressed with the design evolution of these rituals. It looks like they are actively trying to fix some of the common issues.
1) Casting Time: Most of the rituals are 1 minute, unless its one where you would expect to be a doing a "BIG" ritual. Also, you have the option to do some of them as standard actions for reduced benefit.
2) Cost: The costs are much more reasonable (no more 50 gp for a 1 level ritual!), and they often use healing surges to either pad the cost or replace it entirely.
Overall, I think healing surges are a good push for the ritual cost, because it scales well with level, they always are meaningful in a way, and ensures that only so many rituals of that type can be cast per day.
3) Effect: Most of the rituals reflect old school spells, and does it in a way that feels old school, but still has 4e balance. You can get resistance to energy, but not near immunity. You can cast an alarm spell....but a sneaky thief can still get by it. You can put down explosive runes, that will hurt by not cripple a reasonable challenge to the party.
The only issue I saw.....scrying durations are still too ridiculously short.