I would like to see more consumable items like the Ramalami's Gift. Every time a consumable legendary drops you already know what it will be. but what if there were more to find? How about something like buff potions that grant things similar to shrine effects but the player can pop them at will. Consumable of course, but with powerful short term effects. There would be two types of these "Elixirs", and you could only be under the effects of one Elixir and one "Potion" at a time, to prevent effect stacking.
"Power Elixir" - You have infinite resource for 15 seconds. Counts as an Elixir Unlimited Power!
"Elemental Elixir" - You gain 1000% additional elemental damage for 20 seconds (would pick highest element you currently have) Counts as an Elixir
"Kulle's Potion of 'Cold'" - you are immmue to (cold, lightning, fire, posion, arcane, or physical) for 10 seconds. Counts as a potion Who told you to fear the elements?
"Cain's Blessing" - Guarantee an unidentified Legendary item becomes Ancient (this prevents players from using it on gear they have on and still have to pray the item in question rolls well) Stay a while and listen. This item here once belonged to a great ancient warrior who battled valiantly against the forces of Hell. He began life as a simple peasant who......(text gets smaller and smaller)
"Runic Overload" - All current equipped abilities gain the effects of every rune for 5 seconds. Counts as an Elixir I can see clearly now
"Lifter's Drink" - Gain 2000 main stat for 20 seconds. Counts as an Elixir Do you even lift?
"Quickness Potion" Gain 100% movement speed for 10 seconds. Counts as a Potion
"Odin's Potion" Gain the "Conduit" effect for 20 seconds. Counts as a potion
"Greed's Wine" Gain 100% Magic find for 3 minutes, at the end of this effect a Legendary item will drop out of your body. Loose this buff if you die. Counts as a Potion.
So on and so on. Also note that using a potion effect would block out the bonus effect granted by your standard legendary potion. The consumable potions can overwrite each other, but your static potion effect cannot overwrite a consumable buff. This will allow players to continue to use their normal healing potion as needed, without fear of cancelling out a currently popped consumable effect.
These potions can be just as rare as RG's, but the player can hoard them for big Grift pushing or simply use them whenever they feel the itch.
No disrespect, but I hate every idea that you listed. Other than the Ancient, none of these items are like Ramaladni's Gift. To be honest, Blizzard should have just put sockets on all Legendary weapons. I hate the Ancient thing because, it just encourages hoarding. I hate the other ideas because they seem like you are just "bottling" shrines and pylons. What makes shrines and pylons fun is the RNG nature of them. If you can just let the genie out whenever you want, it seems OP and would ruing the competitive nature of Greater Rifts. There are all ready the Gloves of Worship that can be equipped that does what you want for the shrine effects. And Potions are for defense, Blizzard will not change their stance on this. The only Potion that has any offensive capabilities is the Potion of Amplification which immediately regenerated resources, but it's legendary power is restricted to only working when you are below 25% life.
Fun ideas OP, the problem though of course is Grifts. These will be absolutely mandatory whenever you wanted to push a Grift, which means either they drop a ton and now everyone's power levels need to be re-balanced, OR they drop very rarely meaning why even try a Grift push for leaderboards until you've farmed more. Fun, but bad for the game imo.