Assassinate needs clarification: it should read that you may only use the ability when a target is not aware of your attack instead of presence.
Sneak Attack needs to be reworked from the ground up; it should be something like this: you gain advantage when you attack a foe that is adjecent to one of your allies. (In other words, make assassinate the sneak up and kill them like a lurker power, and make sneak attack the power that makes you attack in sneaky ways so that you can get advantage more often.)
Magic missile is a little overpowered: the spell should note that cover stops a creature from being a valid target to this spell (so that creatures without a shield spell can try and defend themselves from it as well).
Trap the Soul needs to be rewritten: it is both horribly overpowered, and too expensive to ever use unless you can use it in a situation where it is overpowered. This spell needs to be rewritten from scratch.
Wish should not be able to make uncommon or rare magical items without a magical McGuffin: I am fine with the spell making such magical items if the player has also undergone some quest/story related experience during which the DM gives the player a magical McGuffin that allows the caster to use the spell to make such an item. But, no player should ever be able to make such an item without DM approval, let alone make such an item once per day.
Polymorph still seems overpowered: I am not sure what else to say about this one.
Glancing Blow is underpowered: I would really like glancing blow to let you add the combination of any ED you roll, not just the best number rolled. Right now it sucks. This power, however, has the potential to be both very cool and not overpowered. One of the ways in which a fighter shines in combat should be that, unlike the other classes, he will be dealing his ED as damage whether he hits or misses.
Flurry of Blows might be overpowered: though, if they make the change to Glancing Blow that I just suggested, everything will be fine. So really, I think Flurry of Blows is fine. I just think it is overpowered compared to Glancing Blow.
Feint is underpowered: either let it grant advantage to all attacks until the end of your next turn (not just the next attack), or make it a move action.
Two-Weapon fighting needs to have its wording clarified, and the -2 to attack with your main hand removed (at least if you use two light weapons). It should be clarified that when you are Two-Weapon fighting with two light weapons you must choose which weapon is your main-handed weapon before you attack.
Two-Handed weapons need some support.
Meteor Swarm needs to specify that the areas of effect of the meteors cannot overlap, or else the spell becomes broken in terms of power.
Earthquake kills people if they are caught in a fissure. The fissure closes when your concentration ends. You can end your concentration at will. This spell can be used to auto-kill targets. That needs to be fixed.
The spell "Command" needs a self-preservation clause, or else you can "command" someone to commit suicide.
That is what I got for now (I need to go keep working on PhD related matters)...