OK, well the basic rundown on the giant ants is that they have a worker (level 1 minion skirmisher), a warrior (level 2 skirmisher), a soldier (level 3 soldier), a drone (level 4 skirmisher with flying), and the queen (level 5 elite controller).
Since bees don't tend to have soldier castes you have less options to work with, but you could have a level 1 skirmisher worker, a drone could be anything, and then the queen makes sense as a controller.
Your workers all have a sting and can fly. They might get some other sort of "racial" flavor power like some kind of "shift 1 square when the enemy misses" or a bonus to hit or damage when there are more than one attacking, something like that.
I'm really not sure what drones would get. Realistically they're pretty much useless, but they could have a bite attack with a flyby attack power perhaps. Maybe they could get some kind of encounter power too like say "droning buzz" that is an area attack which say gives the enemy -2 to hit for one round vs Will or something like that.
As for the queen, it could have an aura that enhances the other bees attacks, a bite, some kind of minor attack or reaction (the ant queen gets a kick for 3 damage and push 3 squares as a minor action). Then I would give it say maybe a power to shift some of the workers as say a free action when a worker dies it can make another worker shift 2 squares. Then it should also have an area attack and maybe a power to create some kind of zone. That would make it pretty much similar to the ant queen.
Overall since bees have flying it would probably be good if they were overall a bit weaker than the ants since flight at low levels can be pretty hard for a party to deal with.
I was thiking the same thing about the drones with the bite and the droning buzz ability. I think the queen should have a bite AND a sting, as queen bees don't die after stinging. I don't think she should have a kick attack, but maybe a ram attack or maybe even some sort of gusting ability to knock enemies back. Also, maybe she can get a bonus to Defenses when adjacent to workers ad drones or something like that?
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.
Why just bees? Why not MONKEY BEES!
The queen, should have a recharge ability that spawns minions. Queen Bee lvl 5 elite brute<br />
112 HP, AC 20, Fort 18, Ref 20, Will 16<br />
Fly (hover) 5<br />
Swarm Defense<br />
The queen gains +1 to all defenses for each ally it's adjacent to it.<br />
Sting: Standard at-will<br />
+11 vs Ref<br />
5 damage and 10 ongoing poison damage (save ends)<br />
Swish: Immediate Interrupt<br />
Trigger: an enemy makes a melee attack<br />
Effect: Shift 1 square<br />
Spawn Defender: Minor, recharge 5-6, Conjuration<br />
The queen spawns a hive defender in an unoccupied square adjacent to her.<br />
A hive defender can be attacked, any damage will destroy it.<br />
It can fly (hover) 6 squares or attack (see below) as a free once per turn.<br />
The queen starts with 5 hive defenders.<br />
Hive Defender attack<br />
+10 vs Fort<br />
Hit :5 poison damage and gives a -1 to hit penalty until the end of the encounter.<br />
The penalty from hive defenders can't exceed -5.<br />
Effect: the hive defender dies.
I like it, but it needs some other stuffs.
She still needs a bite attack as well and maybe that gusting ability.