But, again, that's not really the point that's being made. Level Up simply replicates spells, calls them "not spells" and now we have a "spell less ranger". Sure, it makes them different, for a given value of different I suppose, but, it's rather pointless.
Then again, I always underestimate the power of presentation when people look at this stuff. I look at the "knacks" and see spells. Sure, they aren't slotted and what not, but, they're just spells. No different than an Elemental Monk. Yup, he's casting spells with Ki, but, the point is, he's still casting spells. They work like spells, they are written exactly like spells and are limited in exactly the same way (limited use/day, very specific parameters (why, for example, can I Animal Friend Knack a 1/8 CR beast, but not a 1/4? What's the in-game justification there?) and function pretty much exactly the same as spells.
But, they're not spells.
Look, it's simple. 5e has decided that most "powers" (whatever you want to call them - in game stuff that you can do that is limited by the mechanics) are spells. So, now, when you have a class that does something, everyone uses the same format. Players don't have to relearn the wheel every time they play a different class.
For one, I'm VERY happy that they are standardizing this. I don't get to play very often and I really struggle with remembering how to do spells for different classes. How many spells do I have prepped, do I prep spells, what spells can I prep, what spells do I know - that's different depending on what class you play. Sometimes I get two new known spells/day... sometimes not.
Bugger that. Just have every class work the same and I'm much happier.