Well one, I wanted to argue that creative not-directly-combat-related-spells had a purpose and usage.
But that the feel is that magic is just focused on combat (this is something that I've always had an issue with as far as D&D), with the few that aren't are still regulated to rituals; but those rituals are still "adventure-makers" or whathaveyou.
Let me give an example: nation building. Let's say some point when you're paragon, your PCs actually
get their own little country. Or at least, get their own big slab of land with towns and villages and such.
So, what can you do with magic to make it better? How can you use magic to build that area up? What can you
do with it that doesn't consist of "Blowing it up, turning it invisble, or making it fly for five minutes"?
If PoL is so emphasized in the Core game, then how does one make their own point of light, and how do you make it brighter (so to speak)? One answer to that is magic. Helping wtih lines of communication, transportation, protection, standards of living (sanitation, food, shelter), recreation, and so on. But I doubt there will be many rituals that answer these questions.
Some of the most fun I had playing Exalted was answering these questions, because we did a lot of nation building. For instance, one of the lowest level spells you can pick up in Exalted instantly makes all the crops in X square miles grow to harvest levels, while all beasts of burden are impregnated and give birth within minutes. With something like this, you can go from famine to cradle of civilization in weeks. On the flip side, there were non-magical responses to magical problems (laying down lines of salt kept the dead at bay, so salt-lines around cities were effective wards). Not to mention convincing magical entities and spirits to do X for you (like say, convincing a water spirit to purify the drinking water in the local river, so that no one is getting typhoid disentary).