several posts lauding knockdowns, and stating that it's impossible to rise from prone and attack unless adjacent...
This is wrong, isn't it? All the prone foe has to do is rise and charge. If he's adjacent he rises and attacks, if not he rises and charges. There might be a dead zone of 1 square, but really the whole Prone condition is way too finicky to be really useful.
I find both Prone and Daze to be much weaker than expected, and powers that cause those the same. Slow is only a shade better - since, again, the foe can still charge a considerable distance.
I'm really looking forward to taking Disruptive Strike with my Cleric/Ranger at 4th. 19 Wis/19 Dex. Great for spiking the solo monster's encounter power, excellent for getting out of tricky melee - I think: this is still only expectation for me.
As a Cleric, the surprisingly good powers have been Beacon of Hope and Sacred Flame. I'm not getting much use out of the temporary ho from the latter, but the interruptive save is often precious. BoH, meanwhile, has transformed our party. I started out with Casacde of Light and loved the damage, but the triple whammy of immediate healing, boosted encounter healing and enemy-specific area weakening is awesome.
Divine Glow has also been better than expected. It may sound like a Maybelline moisteriser, but its enemy-and-ally-distinguishing area effect is extremely good at low levels.
Underwhelming in play: Cascade of Light (very good damage, but damage just isn't that good).