Try having more meeting/overlap points, and have more hue-shifting within each ramp. For example, I try to have all of my palettes have all their ramps converge on the same "black", and sometimes the same 1-2 "whites" (1 for "limited" palettes, a cool and a warm "white" for more general palettes). With hue-shifting, what I'll often do is have my e.g. blue and green ramps share their dark part, and diverge only in the midtones and highlights.
Your palette looks dull and boring despite having so many colours, because all your ramps are just straight ramps getting darker. Your colours don't actually fade towards your shared colour at all, and they all have different black points. None have any appreciable hue-shifting. This palette will also be difficult to manage because it's so big, with many missed opportunities for colour-sharing. I find it especially nice to reduce the number of dark colours, because people don't distinguish dark colours as well as they distinguish midtones and light colours, and because it allows all the objects to have similar-ish looking shadows, which helps every object look like it's in the same space, lit by the same ambient colours.
As for actually developing palettes, I find it helpful to start with mockups featuring key objects and locations from the game, and go from there, reusing colours as appropriate. You can't really know how different colours will work for your specific project without using them. Working on a mockup also allows you to see how the different objects look together, where they might clash or blend.
When you find yourself using two or more similar colours and using one of the existing colours just doesn't look good, try replacing all of those colours with an entirely new one that has properties of them all. Sometimes this means slightly shifting other colours, and that's okay - if your palette's not gigantic and you're working on a few mockups instead of an entire asset library, replacing all instances of some colours already in use should be trivial.
I want to emphasise the usefulness of mockups because it's the content that determines what colours you'll need. I have one palette that has only two reds because the game doesn't need them, but has three different brown ramps (cool, warm, purple-brown) because different kinds of brown really help the setting look good.
Think of your palette not in terms of distinct ramps, but loops and/or branches. Where can your ramps overlap and blend together? If you hue-shift consistently, pretty much all of them will overlap, which will help tie the palette and everything coloured with it together, as well as help keep your colour count small and manageable.
Try thinking in terms of "key light" and "ambient light" when you hue-shift. Have your colours shift towards the ambient light hue in the shadow/dark parts of the ramps, and towards the key light hue in the lighter parts. These hues can be similar (giving a slightly more subdued look - not monochrome, because the midtones still maintain their own hue identity), or they can be different (giving a more colourful look).
Remember that this is shifting towards a hue, not shifting by some fixed amount. So, if you have a blue ambient light, your dark reds will shift dramatically towards blue (becoming purple), the dark greens will probably shift just slightly towards blue-green, and your dark blues will probably barely shift at all.