Rivals is, I think, an exception to the rule, and perhaps (hopefully) a changing of the guard with regards to the view on what they charge for. I understand that there were several new designs implemented at Rivals we haven't seen in our parks previously, and i'm thankful to the person who brought them to our shores.
Rivals is, as we know, well designed and managed without the need for random upcharges (I exclude fast track as it applies to many rides, although other parks can offer this for free to everyone, and I exclude backwards as it is a capacity limited option that has to be charged, and while technically reducing regular guest capacity by 4 per train, isn't something to complain about as a charge). When referring only and specifically to Rivals, you are correct - not a fair statement. When you consider the park (or better yet, VRTP as a whole) they've done their very best to monetise every experience possible.
The ongoing gouging at Superman remains. They attempted it with Green Lantern but later backed off. We've talked ad nauseum about overseas parks offering free lockers so I won't re-raise the debate. Even the Sea World "Gate-Gate" was a clear attempt to funnel crowds through a choked part of the park, simply because it lead everyone past shops, food, drink and skill games.
Even UTT and Hyped just struck a chord for me - here, buy the ULTIMATE tour... wait - now that you've bought it, buy the EVEN MORE THAN ULTIMATE upgrade! (especially as it seemed it was an afterthought).
I'm not against pay for play experiences, as long as these are in the minority and additional (and value for the person buying it), and not of too much negative impact to the guest that just paid $100 to get in, expecting (most) things to be included in their ticket price, but these days it seems that after getting in the gate, the first few things that hit you are 'now that you're in, pay extra to do more', as opposed to 'this way to our awesome rides that speak for themselves, and are the main reason you're here'.