Lets break this down...
I think the logic behind this complaint would be:
"they cost so much as to put an uncomfortable dent in the official gold piece value of a given characters equipment, therefore pinching that characters survivability, therefore rituals are broken."
But in order for that to hold water the following would have to be true;
"You have to have the option of using any of the rituals exhaustively and still have the insurance of a certain amount of wealth to be viable in combat."
This is not true. The character that requires 100 raise dead rituals is in the same boat as the party who piled all their money into a wagon and rolled it off a cliff.
So the real complaint is that there is no "wealth regeneration" system or mechanic in place to offset burning gold away, nor is this specific issue directly addressed in either of the dmg's.
IMO, If the party/character is limping along because of all the money they supposedly wasted on expensive rituals, tough
.
If there were no penalty for failure there couldn't really be a reward for success.
Ways to handle:
1. Do nothing. Play through. The system corrects itself by outstripping previous treasures in the newer parcels.
2. DM notices party lacking funds; adjusts campaign to offset the *perceived* problem such as turning it into a hook for the next arc - despite Kamikaze's mantra this is in fact a play straight from the dmg, not a house-rule, rule zero or the difference maker between a good dm and a bad dm.
3. Dm decides that the party needs a ritual allowance in addition to their normal treasures, and makes adjustments like the ones you described.
You are now solidly in house-rule territory, and vulnerable to accusations that band-aids do not a solid system make.
This is strictly a matter of opinion.
IMO, compared to other rpg material I think the majority of honest ratings would place it somewhere around "adequate".
You are correct that the bulk of how colorful any ritual is depends on the playing skill of those present at the table; midget is correct that this doesn't really matter re: rituals as written are bland.
3 - They don't do enough.
Clearly the list of rituals now accumulated on ddi do a lot of different things by any yardstick.
My complaint about rituals is that there are so many of them now, and so many of them totally alter any world that they are in (and any plot).
What's annoying is that specific issue is addressed in the dmg, so the designers were well aware of the problem.
I wish that all rituals were divided into function groups such as communication, warfare/sovereignty, engineering, travel etc.
It would be nice to have an easy handle on all these factors when writing an adventure or designing a semi-simulationist world.