I like where you've gone with this. I'd make a few changes, though:
First, I'd make each list appropriate to the character's type. So, controllers would get access to a different list than a defender. The point, after all, is to encourage the players to think tactically; you don't want the soldiers trying to get the minion-popping bonus.
Second, I'd add the caveat that the XP is split evenly between the party. So, if the defender gets a bonus, everyone in the party shares it. While this may seem counterintuitive, what it winds up doing is allowing the players to help each other in getting all the achievements.
Third, I'd tailor the XP so that each player's total amount of XP earned is equivalent to what one PC would earn in an encounter of the appropriate level. Thus, if the party hits all of the achievements, they've basically gained one encounter's worth of XP. Perhaps five achievements per player, for a total of 25 achievements per level. This is a lot to conquer, and it might dominate player thinking, but it's a pretty good learning curve. You can slowly reduce the number of achievements as the players gain more confidence with the system.
Fourth, I'd tailor the curve, here. Make a new achievement list for each level. Level 1 achievements are the basics, with goals aimed towards getting the players to use their characters (a leader might get a "heal two PCs in one encounter" achievement, which is really easy to do), while the achievements will get progressively harder as the levels increase (a level 5 leader might get "heal all party members - including yourself, in one single encounter"). I'd also throw in some "fun" ones that are just a little random - "slay an opponent while prone", for example.
I really like where you're going with the titles for these, and I think you've hit the nail square on the head in that regards.