Since this has been brought up by JP, I'm going to go case by case here and explain my reasoning. It's not just as simple as a build replication removal, it's closer to power bloat via magic item being cut out. It's a move to make ritual magic do something different besides a straight power increase. Also, I'm not a zealot, I can recognize that it's gradated, some rituals are more extreme than others. Also this isn't meant to be a hardline stance but rather a set of decisions made thematically.
Channel Spell - I'm on the fence with this one, and wouldn't be too averse to having it added back in. It gives a different delivery method for a spell, which I like. Except that it effectively gives the wielder an additional spell. If I could make a change instead of just a ban, I'd change it. As it stands it adds more power as well as the interesting delivery method.
Damage Aura - If I could keep the 0+ only level I'd be okay with it. I'm more or less okay with auras. Yes, they're something that you can do with spells, but I haven't encountered auras causing damage bloat.
Monster Slayer - Oh how I want to like you. I'd want to like you if you were at 1/2 the efficacy and you could not have more than one Monster Slayer on a given item. Without a major re-write though... you're abusive.
Race Reaver - See your Monster Slayer cousin.
Enchant - Pretty self explanatory. I'm much more at ease with you and could be talked into letting you into the club. A spell now for a spell later. I can kind of get behind that. Your older brother however:
Expanded Enchantment - A spell now for a spell every day later. No sir, I wouldn't want it in a campaign.
Greater Wand - Pure number pushing.
Master Construct - -___-
Spirit Link - This is more thematic for what I have in my head than anything else. In or out, I don't mind either. Its removal means that making something that can't be taken is more of a difficult decision, because it's on you for the duration. Should you perm, you take this with you.
Spirit Store - Not much use for it without Master Construct. Removal for that reason only.
Store Ability - Just like Enchant, I'm more at ease with you than Expanded Enchantment.
Cloak - I could possibly be talked into letting you into the party.
Bane - My number one culprit for effect pong. It should be special for someone to double bounce something in my opinion. You're outa here for this game.
Elemental Burst - It's the every day thing that gets me.
Elemental Aura - I want you at the table, but I also understand that having to use actual spells for those encounters can make things really interesting.
Earth/Chaos Aura - See Elemental Aura.
Spell Parry - This does not replicate Resist Magic. You cannot resist magic for your friend within weapon distance of you.
That said, this is one of my favorite rituals from a constructive point. It takes something you can do, and allows you to do it differently, while still costing you that thing you do when you use it. Every spell you parry is an Eviscerate you can't.
Spirit Lock - Especially with Spirit Lock there are repercussions and choices as to why you would use it. I'm in favor of this above and beyond:
Item Recall - This does something cool that doesn't really cause power bloat. I find it very inoffensive.
Enhance Wand - Takes multiple wands and mooshes them together. Doesn't change how much your wands do for damage, so, eh... I'm cool with it.
Render - Eh, it's something that many rituals add "for free" to an item.