Chaosmancer
Legend
They also pretty much stop at third, there are zero ritual spells of levels 4,7,8, & 9 with the remaining 1st, 2nd, 3rd, 5th, & 6th level rituals being too niche & scattered to build much of a concept around other than "like a sorcerer but occasionally casts detect magic & tiny hut". Nobody is remarking about how the wizard's earlier cast/residual force multiplying rituals really saved Alice's bacon or that it's great how they let Bob wtfpn the bbeg so good or anything.
So, it is just that there are not a lot of high level rituals? I mean, they'd be nice, but it is kind of hard to see what they could even do.
Besides, I can actually confirm that Identify as a ritual has saved my characters in at least 2 separate campaigns. One just recently where it identified a Demonic Plague and how to cure it, and another when it helped us learn the password into a magically sealed lab where said plague was being created (activated a secondary trap on that door, but luckily I made all of my saves and came out okay.)
So, there is one ritual that clearly does get people remarking on how it saved our bacon.
Find Familiar is often touted as one of the most powerful spells in the game, my familiars have certainly done a lot of legwork for our party in scouting roles and offering the help action continually for advantage in combat. Really helped against a couple of BBeGs too.
Ritual Phantom Steed once nearly cracked a campaign of mine, by allowing the party to travel much, much, much faster than anticipated and therefore able to arrive in time to stop worse things from happening (being vague because that campaign was 4 or 5 years ago and the details were sketchy. I think it was them crossing the badlands and avoiding most of the encounters)
Water Breathing is of course a classic ritual to take.
So, again, your point seems far weaker than you think it is. Even with only 1st-3rd level rituals, they can alter the course of a campaign.
It proves that the "more spells!!"/"93!!" argument is lacking enough substance to support the weight being attached to it. It does that by proving that there are spells that are deliberately overtuned outside the range of that spell's level & it proves it with an official admission. As a result of that proof, "bigger spell list" as opposed to a slightly smaller list along with lots of early mid & late class features and archtype features with a more valuable casting stat needs more depth than just "more spells" even if there are 93 of them in order for the "more spells" point to hold the weight people were trying to give it when they made it.
I pointed out a problem that hurt the argument's merit & asked for supporting details that could lend it the merit they were attaching to it, was doubted that it existed at all, provided proof of my doubt being intentional choice from wotc, and still rather than supporting their own weak argument watching the people who made it backpedal into "it doesn't matter."
Fireball and Lightning Bolt doing a little too much damage somehow proves that more spells that can do more effects is not a boost?
Because those two classics are the only ones I'm aware of being overtuned. And they certainly don't pull enough weight to cancel out the issues with the Sorcerer, like having fewer spell slots in an advenutring day unless they erase metamagic from their character sheet.