Hey thanks for sharing your experience! That's exactly what I am after: a no-brainer for players who don't really care much about diversification or abundance of options. If I am going to run 4e, it's because of what it offers on the DM's "side of the screen", so to speak; the 4e Dark Sun stuff is just too good to pass.
As I mentioned, straight-up Companion characters don't seem to really work, as I want the PCs to use some type of equipment, I want ability score increases, and I want to use the alternate rewards system. But in general, the idea is to keep characters simple by limiting the number of options, not by limiting effectiveness.
Out of your desires, I would abandon a couple...
Items - there's no reason companion characters can't use them normally (just keep the bonus to +1 no matter what the "real" bonus should have been - except the critical hit bonus)
Score increases - obviously, it's your game, but I'm not seeing the gain from this. The ability scores are used to derive the final stats, with companion characters, you just set the final stats to what is desired. There's no real purpose to the whole "trickling stats" thing. This goes for feats and all such "stat increase sources".
Alternate rewards - go for it, they work fine with companion characters.
Effectiveness - just set the values to what makes them effective. Look at the monster hp and set the average to about 1/3 of that for basic attacks (or some other value: others are better at working out the math). Increase it by ~2.5 per level. it's that easy.
For "dailies-without-dailies", you can use the recharge mechanic that creatures use : recharge on a 6 for "daily" level power and recharge on a 4+ for "encounter" level effects.
This opens up a cool design space revolving around bonuses to recharge rolls (or even bonus rolls) -
an area of ancient battles is still watched over by the gladiators who fought there. [weapon] attacks get a +1 bonus to recharge rolls and you get an extra recharge roll when you score a critical hit.
Other suggestions:
For healing powers, I would make them use a standard action and provide a significant buff to the target.
Why: for many* that want a fast-paced play experience, the most important thing is that things keep moving. The most important thing to keep things moving is reducing the amount of cognitive work-load. A
very powerful tool for this is: you get one action, that action does one thing.
You heal this turn, you healed this turn. You attack this turn, you attacked this turn. Etc. 4e combats that a lot of time at tables where the players take a lot of time to consider their choices. The more actions, the more choices. More than that, once you get multiple actions, you also get the question of action
order. Since 4e is a game of synergies, if you get a lot of actions going on, it quickly leads to heavy brain-load.
A player's powers deal similar* damage but do different things.
Why: see above. Plus: it's easy to remember that your single target attacks deal 2d8+5 and your area attacks deal 1d8+5 (
same die type, same flat bonus) with your "encounter" attacks deal 3d8+5 and finally, your "really big strong" attack deals 3d10+10 (you want this one to stand out - but again I go from +5 to +10, not +7)
Avoid using specific penalties : most things should use CA as the defense debuff.
Avoid small numbers for buffs and debuffs : I would use +4 (or even +5), anything less does not make the "buffer" feel like a significant part of the "buffed's" success. (You give a +5 to attack, you feel like your insuring his success. If he succeeds, it's because of you. On the flip side, when he fails, it's like "Dude... come on! I gave you that huge buff!" - your still feeling involved.)
Make OA deal only damage - or, at the very least, only allow (by the powers you created as basic attacks) effects that don't require/permit pondering : [push] is usually ~kinda ok, [slide] is not. [Slow] is fine, [CA] fine, etc.
Minor actions are only for
very, very specific fast to do things - you could even fold a lot of the typical minor actions into the base actions (as a class feature as it were) :
EX: warlock : when you attack on your turn, you also curse one target of your attack
A player should never "look for a thing to do" with his minor action - that's
huge time sink.
... wow... have I rambled on... ok, cutting this off while I still have a modicum of dignity.