Just as a note, Rules in 4E mean literally how they read. They are generally very strict and use language in such a way as to minimize ambiguity (sometimes not the case, but in general, they are good).
That said, the following answers your question.Spoiler:
Beacon of Hope
You release a burst of divine energy that weakens your foes even as it heals your allies. The energy lingers within your holy symbol for a short time, improving your ability to heal your allies.
Daily Divine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in the burst
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and each ally in the burst regain 5 hit points. Until the end of the encounter, whenever you restore hit points with a healing power, the recipient regains 5 additional hit points.
Any power with an 'effect' has the effect happen regardless of whether the power hits or misses. The effect is exactly that, an effect that happens by using the power. As the power says, when you restore hit points with a healing power, you +5 to the HP healed. So if you use 'Healing Word' on an ally or yourself, they/you get the normal healing + 5. This will be any power with the healing keyword.Spoiler:
A gout of flame erupts from your hands and scorches nearby foes.
Encounter Arcane, Evocation, Fire, Implement
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier fire damage.
Miss: Half damage.
A power lists the exact effect that it causes. Burning hands does fire damage. That means any damage it causes is of the type fire. If the monster resists fire damage, then it will resist this damage. If it is vulnerable to fire damage, then it will take more damage from this damage. No monster will become 'disorinted/combat disadvantage' from this power as the power does not state it causes this effect. It just hurts them, with fire, and that is that. If the power causes ongoing damage, it will explicitly state this.
Basically you want to avoid trying to 'read to much into' the rules or trying to decide for yourself what a power/effect does. It does exactly what it states it does, no more, no less. If you want it to do more, then it will be a houserule from your DM, but your risk seriously imbalancing the game as you might allow 'at will' powers to do far greater effects than they are designed to do.