On the Fighter side of things...
Sure Strike: If you've got anything above a +2 Strength bonus, the trade-off is really hard to justify. You'd be better off taking Reaping Strike (guarenteed damage, even on a miss), especially if you're going 2-hander route. Although for Sure Strike, if going the 2hander route, you could effectively power attack for free, but it quickly becomes obsolete as your Strength bonus continues to increase (and if you're a Fighter, Strength bonus should be increasing as fast and as often as possible).
Dance of Steel (L3 Fighter Encounter Power): Requires you to be wielding either a heavy blade or light blade, and does even less than the 1st level Steel Serpent Strike. Until there's errata that says it should be doing more than it does, avoid it.
For the Wizard...
Acid Arrow. You're a controller, let the ranger/rogue/warlock dish out the ranged damage. Much better off with Sleep (not the insta-win it was at 1st level in 3rd edition, but still pretty potent, especially if used with Orb of Imposition ability and a decent Wis score) and a choice of Flaming Sphere (rolling damage that can be maintained almost indefinitely) or Freezing Cloud (less damage, but attacks Fort, which is quite useful)
Burning Hands: Thunderwave may not have as big of an area, but it's at-will and has better control aspects. Take Icy Terrain or Force Orb instead.