Awesome work guys making lots of stuff. Too much to read all of it right now, so I figured I'd pick some randomly and respond to the stuff that stuck out as off to me... everyone who contributed something is already a winner, but let's make sure stuff is good and balanced so folks don't get a wrong idea about 4e, I guess.
Earthbind- An enemy under the effect of your warlock curse moves 1 less square per move action and cannot shift.
You're attaching a serious attack effect to a power that is minor, at-will, and has no attack roll. You're also effectively switching the role of the warlock from striker to controller in one fell swoop.
Dustshot should really just be ongoing damage and penalty (save ends both) instead of an infinite loop of damage while curse is up. Earth spike should probably immobilize and/or slow instead of just saying 'no movement'. Liquid Earth could probably hit a burst 1 and be a zone. Well, and be utility 2 or attack 1, probably.
Overall, I feel like these would be better as part of a controller class, not a striker class. So, an elementalist controller new class, or a themed package of wizard powers, etc.
Good call with Godslayer, but I think it's just 'Campaign' not per campaign, and it's Effect: Cookies and milk, not Special.
I'm more of a punch and pie kinda guy, myself, though.
Ooh, new class (Tinker)... hmm. Cool concept, but I don't think rewriting the power tree is a good idea (all classes getting the same types of powers makes it much easier to balance things, whereas the tinker gets +1 encounter +1 utility, at 1st). Also, lots of autohit 'Effects', which I'm guessing is a mistake (you put stuff that trigger on hits under hit). Like, the at-will frost ray that is clearly better than the wizard version or the autostunning shock ray, whoa. In fact, I think you should remove stun from every single tinker power that has it on there. Autostun on miss is just really broken... autostun on hit is just normal broken. I'd also reformat to make things match 4e standards... so no miss: none, miss: half damage instead of a new die roll. Hit refers to one target and not 'all targets', pushed 1 square not knocked back, etc.