So I've been noodling it, Why not leave the life spell in game as it is as the 'cheapest' option, but add another skill take allows the restoration of life but consumes a component as the cost. Yes this is variable in coin value but by loot policy is a fairly set price via player numbers.
So perhaps to add a skill
'Restore vitality' - Prereqs Healing arts - 1 pt for scholars/cross classes, 2 points for fighters/rogues
This allows the character to restore a dead target to 1 body as if a life spell had been applied. using this ability consumes a component of any type and may be used once per logistics per purchase
This keeps life effects comparatively rare, but makes it easy for folks to invest a small number of build to have that 'back up' option or not force anyone into healing, and keeps scholars the king of life spells without making them as mandatory.
In theory, I like the direction you are trying to go, but in practice I see a large problem. You are talking about a skill that only works when you have access to one of the rarer resources in the game. That means, for many players, it is a completely useless build expenditure on some weekends.
And this isn't just a problem in theory. It is a proven problem. One of the main reasons that high magic was added to the game was because players were frustrated at having spent build on Ritual Magic and having absolutely no way to use it, purely based on the whims of how plot distributed components (and scrolls).
That is the core of the problem. It is a complete crap shoot on whether characters can get their hands on ritual components. There is no way to create them with a build bought skill (maybe there should be?) and they are rare enough that the average character will likely get less than one per weekend. Since High Magic was introduced, no other skill has this type of limitation (some cost money, but players can literally purchase a skill that gives them money every weekend).
Some skills are situational (legerdemain, resist command, etc.), and that is fine (okay, mildly problematic, but I've never seen a solution suggested for that), but we have moved away from skills being completely unusable without specific rare resources (oh the bad old days of strengthening and the VERY BAD old days of resurrection).
-MS