Some things I think you should mention:
ArmorBloodcut Armor: I think you should up your rating on Bloodcut armor. Healing Surge is a great usage on items, since it doesn't use up a daily slot to use them. It's like a daily that doesn't count against your daily limit but you have an option to recharge them. I think you could do well with an occasional resist 10/15/20 all damage for a turn, and it also helps you ignore OAs. If you really need to survive, and you can't wait until the healer's turn, or they'll be busy, or you need to get out of the battle, because the healer is spent, then use this (and move away with the last one)
Elven Battle Armor: looks great on strikers. It makes them extremely resistant to being slowed down, which hampers their role severely. Also, +2 speed as an encounter ability can't hurt
Hydra Armor: This may be better for the item combo section, but the Hydra armor deserves some looking at. It provides a regeneration bonus until the end of the encounter if you get critted against by an "enemy". If you can give your allies the status of "enemy" somehow, combine that with Divine Oracle's Prophecy of Doom, and voila, insta heal (outside of battle) without healing surges.
WeaponsBerserker Weapon: hmm... this one is interesting. Without the resist damage, I'd say it was crappy, even with the bonus to attack rolls... but with the resist damage, you may actually take *less* damage with it activated. It also negates a lot of ongoing damage. I'll have to check out the average damage and average to hit of monsters at the levels you'd have this...
Terror Weapon: I think terror is a decent weapon type. -2 to all defenses with a (save ends) is pretty nice, even if it is 3 levels above a vanilla magic weapon.
Vicious Weapon: Vicious weapons are nice for daggermasters. Though, most likely, they'll prefer the next one
Wraithblade: This weapon is awesome for daggermasters. It's everything that's great about the vicious weapon plus more. (this is in Ashen Covenant)
Disrupting Weapon: This is the first weapon I've seen that is under par for enhancement bonus vs. level. It does amazing things against undead with it's daily. It's crap compared to a Holy Avenger (except against undead), but it's the only low level weapon/implement combo. (also in Ashen Covenant)
ImplementsSymbol of Hope: You or an ally gets +5 power bonus on saves against an effect 1/day? Well, I'll be thankful for this when I get stunned (save ends), or get hit by a worsening effect (like sleep).
Rod of Corruption: This is great for Warlocks in large group battles, especially with minions.
Rod of Reaving: It's a minion killer. A minor action to kill a minion
and get a nice benefit is a good trade. Combines well with Rod of Corruption, so that you even still get your curse damage on what you attack with your standard action. Pretty much worthless other than minion slaying.
Rod of Harvest: This looks interesting. Any of the pact boon effects would be nice to have as an encounter ability (usable when needed), so this could be good.
Staff of Power: Dailies are often AoE. Keeping dailies is good. Use with Legion's Hold, for example. (Divine Oracle makes this even easier

)
Staff of the Warmage: Larger area burst/blasts are nice, but it's only 1/day. Burst gets a larger boost.
Staff of Winter: Hmm, that's interesting. Immobilize is a good effect, but not necessarily if they are that close. Could be quite good, but maybe too situational.
Thunderwave Staff: Lots of extra damage instead of pushing. Also knocks prone. Fun with what it is named after and a good Wis mod.
Wands: Amazingly good, as you can pick any encounter ability to gain keywords off of. Fear+Doomsayer+(save ends) = Win

that's it for now.