I have played a controller wizard in one LFR adventure. Here is how I fared in controlling the fights. The following text can be considered SPOILERS for those who haven't read/played DALE1-1 and don't want it spoiled.
SPOILERS BEGIN
Encounter 1:
Many enemies - fire beetles with AoE fire damage, a large tangler beetle, and an acid-spitting artillery beetle.
Won initiative, and opened by throwing down Grasping Shadows (encounter, vs will, area burst 1, makes damage & slow zone until end of your next turn) on multiple enemies, dealing some damage and slowing them. Despite this, the melee people rushed in - if they'd stayed back and readied actions for approaching enemies, the slowed ones would've been unable to attack in the first round. Instead, after they rush in, slowed enemies means they all end up on the same side of the melee-line rather than swarming over the sides of it. My next action I move up and Thunderwave 3 enemies, hitting 2 melee foes, and pushing them 2 squares over difficult terrain, out of melee, and into the Grasping Shadows area, slowing them. They ended up having to double-move to get back into melee. On successive rounds I focused on using Cloud of Daggers for good damage, and when an enemy was killed, it gave the fighters a sort of wall to back up against, so that an enemy who went for flanking would have to do it into the Cloud. Used my orb to extend such a cloud.
Skill Challenge 1:
A social skill challenge, trying to convince the guards who was really responsible for the beetles getting loose.
I got a success and some information with a nice Insight check on the first round. On the second, it was 5 successes, 2 failures, meaning my check would make the difference if it was a Complexity 3 challenge (which it was). I pulled off the win with a History check on local customs.
Encounter 2:
In a church with pews (difficult terrain), we fight a spectral cleric. Oh, and some of the squares are magically trapped and blow up when we step on them.
Won initiative again, opened with Illusory Ambush (At-will, vs will, damage and enemy gets -2 on attacks until end of your next turn). Then the fighter runs up and marks her. So she's at -2 to attack the fighter, and -4 to attack anyone else. (I wish we'd had a warlock: he could run up with concealment and yell 'minus 6!'). I'll extend that with my orb the next round. As people rush in and set of traps, I stay in the doorway and pelt her with Cloud of Daggers for straight damage, since I'd figured out that her Reflex defense wasn't as good as her Will. Once the fighter couldn't keep near her, as she backed up against a wall, so I threw down my Grasping Shadows to help him catch up.
Encounter 3:
More of the same. Won't get into the details. Also, I never used my daily (kept saving it for the **** hitting the fan).
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