Okay, so, couple things - a few of the things you're posting about are addressed, just not here yet (because I've been revising the Rituals over on my home forum). So I'll copy over the changes and post the change log below. And please note that a lot of tweaks to rituals are not mentioned, because any ritual that needed clarifying to have the same effect it already had didn't get listed. I'll then respond in a second post to everything from your list.

And I suspect the rules post not being as clear as it needs to be is the reason for it, but the minimum sacrifice for a ritual is equal to the ritual level (so 7hd for a 7th level). I'll update that when I get the chance.

Updated rituals were created after the changelist comments, and so are in response to them.
Spoiler: Changelist
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Ritual Warrior stuff:

General - Made everything 3rd person.
Bone Web - Changed from swift to standard, cleaned up.
Boneform Gear and Bloodform Champion are really similar. Not sure Champion is two levels better.
Boosted Brume of Broken Blades, also cleaned it up.
Cadaver Column - keep as swift action?
Disfiguring Death - Cleaned up, rewrote a bit.
Boosted Evacuating Touch to all saves.
Fear Ward can now stack with itself.
Finality - Increase the range it can affect creatures?
Flesh of the Fallen - This should be ritual level 1. Thoughts on changing it to increase power?
Grasping Hands - keep as swift action?
Hematic Shield - odd, not very useful. Rewrite?
Permeable Ward - Renamed Impermeable Ward, extra damage taken dropped.
Rush of Blood - Now grants +Init as well.
Rush of Blood, Greater - No penalty for full attacking.
Scything Bane - Enemies only now.
Seeping Spirit - Damagewise, outdoes Leeching Aura, but doesn't heal. Thoughts?
Siphon Spirit - Boosted from 1/3 to 1/2.
Striker's Gift - Boosted it, but don't really like the ritual as written. Thoughts?
Sympathetic Pain - Changed it, since it seemed weak for a 5th level ritual. Thoughts?

Edit: Updated Cabalistic Thaumaturge as follows -
Made it grant full progression in both Spells and Rituals
Clarified that you learn one Ritual of Spell Metamorphosis at each indicated level
Changed the prereqs of the spellpoint version slightly to account for system differences

Now for the Ritualist:

Changed all to third person
Barrier of Blood - Boosted retaliation damage to 1d6 per HD from 1d6/3 HD
Barrier of Blood, Greater - Boosted retaliation to 2d6/HD from 1d6/2 HD
Bloodspell - Added caster level
Bloodspell, Greater - Added caster level
Bloodstone - Boosted damage to 1d6/HD from 1d6/2 HD
Bolstered Blood - Changed effect from energy resistance to match Ritual Warrior version (fortification)
Boneform Gear - Changed to match Ritual Warrior version
Brume of Bolstered Blood - Changed to match Ritual Warrior version
Extract Essence - Underpowered and odd. Thoughts?
Flesh of the Fallen - Underpowered, same as Ritual Warrior version. Thoughts?
Forgotten Heritage - Now gain sacrifice's feats.
Lifeblood Shield - Now based on sacrificial hit dice
Rite of Immortality - Totally useless in most games. Thoughts?
Rush of Blood - Changed to match Ritual Warrior version
Rush of Blood, Greater - Changed to match Ritual Warrior version
Shattering Sphere - Boosted to 1/HD instead of 1/3 HD
Shroud Self - Drop a level?
Sickness in the Body - Unsure of combat effectiveness of this ritual. Thoughts?
Siphon Spirit - Changed to match Ritual Warrior version
Stolen Knowledge (Greater) - Cool concept, mostly useless. Thoughts?
Weapon of Blood - Changed to match Ritual Warrior version

And now for the Martyr:

Changed all to 3rd person
Added Range and Target entries
Changed range to 20 ft./hit dice
Divine Presence (all) - Changed to 1 day/hd instead of 1 hour/hd
Entwined Bodies - Changed to all physical stats
Entwined Magic - Now allows personal range spells
Entwined Spirits - Changed to all mental stats
Healer's Warning - Removed ability to affect a single ally with a ritual
Heavenly Gifts - Boosted slightly
Justice - Cleaned up, removed cap on boost
Life's Wrapping - Cleaned up, boosted healing
Network (all) - Removed penalties to Martyr
Radiance - Boosted significantly
Shield of the Soul - Cleaned up, boosted healing

All ranged touch attacks removed. It's Save or Suck all around.

Edit: Just noticed Radiance now completely overshadows Judgement. Thoughts?[/spoilers]

And now for the Rituals:
[spoilers=Updated Rituals]
Boosted Rituals:

Bloodform Champion
Level: Ritual Warrior 5
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder clothes himself in armour and weapons formed from the blood of the sacrifice. These items continually bleed, giving anyone trying to track the ritual-wielder a +10 bonus on their checks, except in rain or another condition that would wipe the trail clean. He gains proficiency with all martial weapons and all armours. When this ritual is completed, he must choose 1 suit of armour and either 1 two handed weapon, or a one handed weapon and shield. If it is a ranged weapon, it creates an unlimited supply of ammo. All items have a +1 Enhancement bonus to Armour Class, or Attack and Damage, for every 3 hit dice of the sacrifice. The ritual-wielder increases his size category by one (his gear growing to match), as well as increasing his BAB to match his character level. Finally, the ritual-wielder gains fast healing equal to half the hit dice of the sacrifice.

Finality
Level: Ritual Warrior 4
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: Fort negates

Whenever the ritual-wielder kills a creature and activates a ritual with his Finishing Strike class ability, one creature (within 5' per hit dice of the slain creature) must make a fortitude saving throw vs 10 + sacrifice hit dice (for Finality) + the ritual-wielder's intelligence modifier, or lose one half of its current hit points. If there is more than one legal target, the ritual-wielder chooses which must save.

Flesh of the Fallen
Level: Ritual Warrior 3
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder walls himself within the flesh of the sacrifice, creating a thick barrier over his body that wards off some of the damage from mundane attacks. He gains DR 1/magic for every two hit dice of the sacrifice. In addition, he gains fast healing 1 for every two hit dice of the sacrifice, but it only affects him at or below one-half his full normal hit points.

Hematic Shield
Level: Ritual Warrior 2
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

The ritual-wielder's blood thickens and slows within his body, becoming harder than the flesh that surrounds it, forming a second set of bones within his body. He can no longer bleed to death below 0 hit points. Any physical or elemental damage he takes does not take effect until the end of his next turn, and the total amount is reduced by one half the hit dice of the sacrifice.

Next round of fixed rituals:

Striker's Gift
Level: Ritual Warrior 1
Ritual Duration: 1 day/hit dice of the sacrifice
Saving Throw: None

Whenever the ritual-wielder kills a creature, for one minute his attacks deal 1d6 bonus damage for every two hit dice of the creature slain. The newest instance of Striker's Gift being activated takes precedence over preceding cases.

Extract Essence
Level: Ritualist 5
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder pulls the very soul out of a creature, ingesting it and gaining strength from the slain sacrifice. The ritual-wielder gains one bonus hit dice (d6), the commensurate number of temporary hit points (apply the ritual-wielder’s constitution modifier, if any), a +1 competence bonus on attack rolls, and a +1 competence bonus to his ritual-wielder level for every two hit dice of the sacrifice. The bonus hit dice count as regular hit dice for determining the effect of spells or abilities that are hit dice dependant.

Rite of Immortality
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

As the sacrifice is killed at the end of the ritual and the ritual-wielder anoints himself, the lifeblood of the sacrifice flows into the ritual-wielder. The ritual-wielder becomes immune to any effect that would change his age category. As a swift action, he may become invulnerable to all damage or effects for one round. He may do this a total number of rounds equal to the hit dice of the sacrifice.

Shroud Self
Level: Ritualist 4
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

When the ritual-wielder performs this sacrificial rite, his form twists and changes, taking on aspects of the sacrificed creature. He gains the benefits of the creature's three physical statistics, as well having his BAB increase to the sacrifice's (if this would grant an increase), and gaining all of the victim's natural attacks, if it possesses any. This cannot increase the ritual-wielder's BAB above his character level.

Shroud Self, Minor
Level: Ritualist 1
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

When the ritual-wielder performs this sacrificial rite, his form twists and changes, taking on aspects of the sacrificed creature. He gains the benefits of one of the creature's three physical statistics, and the victim's primary natural attack.

Sickness in the Body
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: Fortitude negates; see text

The ritual-wielder force a series of diseases into the afflicted creature's body, cursing him with sickness and ill health. Once per sacrificial hit dice, the ritual-wielder may make a melee touch attack against a creature, causing its body to shake and crumble. If the struck creature fails a fortitude save, it is nauseated and staggered, and takes a penalty on all fortitude and reflex saves of -1 per two hit dice of the sacrifice.

Stolen Knowledge
Level: Ritualist 3
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder searches the mind of the sacrifice as it dies, divesting it of its entire life history, and storing that knowledge in a corner of his mind. Once per hit dice of the sacrifice as a full round action, the ritual-wielder can target a single creature that he can see, and determine its name, race, alignment, and character class, and general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher).

Stolen Knowledge, Greater
Level: Ritualist 6
Ritual Duration: 1 day/sacrificial hit dice
Range: Personal
Saving Throw: None

The ritual-wielder searches the mind of the sacrifice as it dies, divesting it of its entire life history, and storing that knowledge in a corner of his mind. Once per hit dice of the sacrifice as a ten minute action, the ritual-wielder can target a single creature that he has met before, and determine its name, race, alignment, and character class, a general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher) and its location (including place of residence, town, country, world, and plane of existence).

Radiance
Level: Martyr 7
Ritual Ritual Duration: 1 day/hit dice of the sacrifice
Range: Personal
Area: 20 ft./hit dice of the sacrifice
Saving Throw: See text

The ritual-wielder freezes his body in order to allow his soul to shine through, channelling its power against all of those who wish him ill. The ritual-wielder may not take an action for the duration of the effect. The blinding light of his soul reaches out into the darkness for 20 feet per hit dice of the sacrifice. Invisible, ethereal, and incorporeal creatures lose the special protections those states grant and may be struck normally. Evil creatures (including undead) must succeed at a Will save or be stunned, nauseated, and paralyzed, as their souls battle against the goodness in the light. Neutral creatures must succeed at a Will save or be sickened and staggered. All evil and neutral creatures must succeed at a Fortitude or be blinded and dazzled. All evil and neutral creatures take 4d6 divine damage every round they are in the area. The ritual-wielder may activate this as a standard action once per hit dice of the sacrifice. It lasts for 1 round per hit dice of the sacrifice, and creatures must save each round they are in the area.