My initial logic was that Fleeting Ghost allowed you to move, then make a Stealth check, thus becoming hidden. Then in order to remain hidden, you had to have Cover or Concealment. That is, I read Fleeting Ghost as an exception overriding Becoming Hidden, whereas it is more likely to be an exception to Keeping Still. Because I missed the additional Stealth checks in Keeping Still, I thought that the only thing a Stealth check could accomplish was Becoming Hidden, that no roll was required to remain hidden. Therefore, the Stealth check at the end of the move for Fleeting Ghost could only be to become hidden.
Now I believe that Fleeting Ghost allows an At-Will Move Action that is an exception to Keeping Still, and unlike Secret Stride, does not apply to movement using any other actions, such as shifts, or attack actions that include moves.
The fact that the issue is in doubt with Customer Service does not surprise me at all.
Smeelbo
Right. You have to make a new stealth roll if you move more than 2 squares.
Fleeting Ghost allows you to avoid the 'moved more than 2 squares' penalty to this check. That's all it does. You still have to roll a new stealth check, but you are a lot more likely to remain hidden.
Chameleon allows you to avoid being seen when you loose cover/concealment by making a new stealth check and staying hidden until the end of your next turn, which gives you the chance to either attack with CA or find some cover, etc.
Shadow Stride then allows you to cross an area lacking cover by making a stealth check, letting you flit from one area of cover to another without being revealed.
Seems like a pretty coherent set of abilities. If you have all three powers then you're going to be pretty darn good at staying hidden, even while moving. None of these powers can combine due to their action requirements.
I'll note there are also higher level hiding powers
Hide in Plain Sight is a 16th level encounter utility. This is the ultimate stealth power, you are simply invisible and there are NO conditions which will modify that. You have to start out hidden, but you can attack, shout, etc as long as you don't actually move, and as I read it cover/concealment is also irrelevant once the power is in effect.
Hide from the Light is a Daily 22nd level utility. This is very similar to Hide In Plain Sight except it allows movement of up to 2 squares per turn. Oddly it puts limitations on what attacks you can use (basic or at-will only) which the lower level encounter power does not. Doesn't seem really worth it, but so it is.
Ghost on the Wind is another one. This is an attack combined with a shift and going invisible. 25th level, but I can think of a few tricky ways to use this perhaps.
Impossible to Catch is the final one. This is a Master Infiltrator PP 12th level encounter utility. It actually is the really ultimate hide power, the text reads "You become invisible until the start of your next turn." Since it doesn't even mention Stealth at all one has to assume it works exactly like magical invisibility. Someone could notice you, but they would need to at least make a minor action Perception check to figure out where you are, or else move into your space.
MP might have some others, but all of these seem to mesh pretty well with the updated Stealth rule text, aside from a propensity for the wording to sometimes seemingly use hidden and invisible as if they are synonymous (which they are not).