On the whole, I think Martial Power is alright. There's a lot of good, balanced powers in there. Take, for example, Shielded Sided (Fighter Utility 2). It gives a + 2 to AC and REF and negates any CA on you. This is a great power, and it's something I like a lot better than any of the Utility 2's in the PHB. However, it's also very balanced when you compare it to the Wizard's Shield power (Also Utility 2). The Wizard gets +4 to AC and REF, but you can still get CA on him. The two powers also match the fluff of the classes as well, as Shield is really great at blocking one shot from someone who got into the back lines, whereas Shielded Sides is really great for the Fighter that just marked 4 guys with Sweeping Blow.
There is, however, some things that need fixing. Marked Scourge is not broken in and of itself. It's +WIS to any target you already marked. Most of the time, this will be just one target. The only time it would be multiple targets was if you used a burst power, followed by another burst power. That's two Encounters in a row there, so I don't think that's "overpowered" to allow it to apply to multiple enemies. The only problem with the power is that it stacks with the Pit Fighter PP, which actually has a more powerful version of the ability because it doesn't require a mark. If they perhaps errata'd both of these so that it was a typed power bonus, it would prevent abuse. Then, they would only really be devastating in the hands of someone that specifically built for them from level 1. With an 18/16 STR/WIS you could eventually get a +7 by 28th level, but I hardly think that's gamebreaking because it would mean dumping points into WIS at every level as well as probably havin to point buy two 16's (since there isn't a STR/WIS race as of yet).
The only other big issues that I see are the BRV and Tempest builds. Both should have some hard restrictions of not wearing anything higher than Chain, and removing double weapons would fix the Tempest Fighter. And while I know they'll never remove them, I really think that's the only way...either that or you would need to clarify that one side is off-hand, the weapon types only apply to specific ends and you should probably drop the Defensive weapon attribute as well. Otherwise, they're just silly.
Oh, and the Dwarven Stoneblood feat needs to be moved to Paragon...for sure. Without it, you'd only be talking about maybe 3 or 4 THP per attack. While that's still potent against 1st level enemies, against 2nd or 3rd level enemies it's not nearly as good. That, combined with forcing them into Chainmail and only allowing +2 weapons, would still keep the BRV mechanic alive while making it less overpowering. They'd be at least -2 to hit (possibly -3) and -1 AC compared to the Weapon Talent Fighters...which I think is a fair tradeoff.