Ambush: Advantage is good, but this isn't terribly likey to come into play.
BullRush: Assuming this takes a full action...
Charming Presence: Pretty potent for an RP option.
Cleave: Free attack, and not terribly conditional.
Climb Sheer Surfaces:
Combat Reflexes: I don't find many OA's happen.
Combat Superiority: Free off-turn attack (full damage). With a bit of coordination (2 fighters) this could be gold.
Covert Strike: Better if you have a strong attack (called shot).
Defensive Ward: Flexible.
Disarm Trap: Alot of traps in your game?
Distant Spell: If you have something specific in mind.
Dual Weapon: Reasonable damage bump.
Durable: Bad for wizards, ok for fighters, good for barbarians. Never better then resilence.
Energy Admixture: Small damage bump for evocationist. Otherwise kinda crap.
Evasive Movement: You can already move around an enemy.
Familar: Has it's uses
First Strike: advantage on the most importaint attack. Worse without dex.
Haft Weapon: Reasonable damage bump.
Herbalism: usually better to just buy it.
Hide in Shadows: Hard to judge.
Hold the line:
Lunge: reach doesn't seem to have alot of meaning.
Magic Rejuvination: to bad "cure light wounds" doesn't exist. And if it did, it would fail to scale.
Polearm Training: OA's don't seem common.
Resilience: Always better then durable.
Riposte: Full damage attack.
Sieze the advantage:
Shove Away: Small things tend to just die.
Skill Focus: Very quality for stealth.
Skill Supremecy: The prereq takes most of the steam out of this.
Spring Attack: Ideal for ranged focus characters.
Superior Footwork: Prone isnt' too bad.
Superior Skill Training
Taunt: Poor on it's own, but with some ally help (OA's), this can be deadly.
Toughness: Better then durable (d6). Still good because it's pre-spent.
Trip Attack: Prone isn't too bad. Better with allies who go next.
Tumbling Manuver: Take Spring Attack.
Two Weapon Defense:
Two-Weapon Strike: moderate damage boost
Unflappable: Seems unlikely to happen.
Use Magic Device:
Warding Polearm: Full damage attack.
Weapon Mastery: Big damage bump. Especially for d12's.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Powers to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.
Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.
King Fisher Optimized net user. Moderate.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat. One of THE most abusive character in 4e.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.
Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight with items, making it far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.