resist, rams, fom, jump and the cure spells are all useful but if you have resist 30 ship buffs, take that away unless you die. longstrider can be replaced with striders that go up to +30%. longstrider only goes to +15% and doesn't stack. AC is virtually useless in DDO so my ranger carries bark for the heck of it and for the monks that always want it. protection has it usefulness but easy to waste sp trying to keep it up and its per element. neutralize poison I no longer slot as a spell because its so easy getting poisoned and you will just waste the sp. I carry lesser resto pots for failed saves instead and remove disease is what I replace it with since you don't get diseased that often and its useful to help others in Wiz King.
other than that that, nothing else is really worth slotting for spells. snare, spike growth and entangle are weak. only a few quests where merfolks can be actually useful. bears endurance, owls wisdom and cats grace only give +4 so definitely can get better with gear instead by the time you could even slot the spells. nobody uses tumble really, especially during fights. maybe trying to get through knee deep water faster. wild instincts, pass without trace and camouflage are really only useful if you are a thief or a sneaky ranger which I never see in game.
so a lot of useless and meh spells and only a handful of useful or good ones.
I built my ranger to be the guy to back up the healer and im actually working on past lives to be that much better at it. ive done it a lot myself, even helping heal a no heal amp warforged in EDA tanking the boss when the cleric ran out of sp. rangers should not be considered as a healer like a cleric can be, but they are good to back up if someone knows how to play like that.