Note that the magic item pricing guidelines are just that: GUIDELINES. If memory serves, there are even specific exceptions called out in the text for Mage Armor and True Strike. Also note that there are other changes dependent on the duration of the spell in question.
As for some of the others:
Obscuring Mist- as you said, it's useless if you don't have your own extraordinary senses. Also, costs 4k, not 2k.
Comprehend Languages- Doesn't let you speak or write in whatever language you want. Tongues is closer to Polyglot than Comprehend Languages is, but I don't think Tongues lets you write, either. Also, costs 3k, not 2k.
Detect Secret Doors- Costs 4k, not 2k. Also note that you still have to concentrate (standard action) to get the benefits.
Detect Undead- Costs 4k, not 2k. See above.
True Strike- Will never be allowed.
Shocking Grasp- While cheaper than the Shock weapon enhancement, it still sucks.
Disguise Self- Costs 3k, not 2k. Hat of Disguise is cheaper.
Silent Image- This either works two ways: one, you have to concentrate to gain the effect, or two, you create an item that constantly projects a single image. In any case, you can't make it continuous
Chill Touch- Costs 8k, not 2k. Wounding is better.
Animate Rope- Costs 8k, not 2k.
Enlarge Person- Costs 4k, not 2k. Is really about on-par with Gauntlets of Strength +2.
Expeditious Retreat- Costs 8k, not 2k.
Feather Fall- Worst idea ever. There are cheap little tokens costing <100gp that do this automatically, with no action and no item slot requirements.
Magic Weapon- LOL! 4k, not 2k, and doesn't count as the +1 to add enhancements, either. Way to go, big spender!
Reduce Person- Again, 4k, not 2k, and it's best use will probably be for the net +5 hide mod, which a Cloak of Elvenkind does better.
Next time try reading the guidelines, and then understand that they're guidelines, not rules. DMs are free to reject any of these items on a whim, and don't even have to resort to rule 0 to do so.