A few magic ones I don't think I've seen posted yet.
Give the Offering (296): First sentence says you must spend (Force) reagents. Last paragraph is all about what to do if you are not spending any reagents. The summary for reagent use also implies that it is optional.
Circle of Healing (298): This lasts several days. Does anyone who enters the circle during that time get the benefit of the healing spell? If I get healed once, then get wounded again, can I pop back into the circle for more healing? I'm really not sure what the intent is here; the first sentence suggests that it just heals several targets at once. Increase Attribute and Increase Reflexes are Healing spells; do they last several days when cast as a ritual?
Spirit Services Table (302): Aid Study has been missed off. It's in the descriptive text.
Obtain the Telesma (306) says that the unworked telesma or telesma you have worked on are easier to enchant. The artificiality of the telesma is covered by Object Resistance. Working on the telesma does not, however, seem to give you any bonus. (I think it should; that was a nice feature of earlier editions).
Improved Ability (309) says that the maximum possible improvement is current skill x 1.5. Read literally, that means that if I have a skill of 6, I can improve it by 9 points (an improvement of skill x 1.5). I suspect that the intent was for the maximum possible improvement to be current skill x 0.5.
Voice Control (311) is strictly better than Improved Potential (Social) (309): Voice Control gives you +1 Social Limit per level, and other things, and comes in levels so that you can boost your Social Limit by your Magic Rating.
The rules seem to have changed to make non-Awakened talismongers and magical theorists impossible. They were explicitly mentioned as character types in earlier editions, albeit unlikely to be player characters. Is this a retcon so that they never existed (like metahuman allergies) or has something changed in-world (like the Matrix)?