I wrote up my estimate of level 5:
I think your rating of Martyr’s Retribution is inconsistent with the rest of your rating system. Normally you don't rate too highly for powers with high damage, but this power has just a slightly high damage with a penalty and you are rating it in the B category. You ranked it higher than Excruciating Shot, which does only 1W less damage and has a useful advantage instead of a significant disadvantage. And it certainly isn't remotely close to Jaws of the Wolf, which does significantly more damage, doesn't have a disadvantage, and is lower level.
I rated it a B-, because it does 4W radiant damage and I don't consider a defender spending a healing surge more than a tiny disadvantage. If it wasn't radiant, I would have rated it a C+. As is, I'm probably fine with it being bumped down to C+.
Although Spiritual Weapon and Weapon of the Gods are very good compared to most level 5 powers, I couldn't really put them in the A category, they just don't seem to totally unbalance the fight like Flaming Sphere or Rain of Steel.
There was significant discussion of the effects of these two powers earlier in the thread, if it helps. Mostly it's a synergy question and they're, in their own way, just as useful. It's probably reasonable to drop SW to an A-, however, due to the action exhaustion it can set in. WotG's minor action and ability to put on someone else's weapon (such as the Tempest Fighter who has Rain of Steel going, while he wades through undead) still makes it a solid A.
Fireball is weak by the standard of Wizard spells (for the classes to be balanced, controllers have to have better powers than other classes to make up for the low hit points and limited class features).
Which is a sad design decision in a system that allows power swapping, and especially once proven untrue by things like Firestorm
But by the standard of other classes, I think the incredible area would make it a very solid damage-dealing power.
I think it actually started higher but got campaigned down a grade by PlaneSailing. That said, its damage truly is uninspiring for daily powers - I do agree that it looks out of place at C+ on the list. I'll try and go back over the discussion of it later.
The usefulness of a group healing power like Stand the Fallen depends on how your DM chooses to distribute the monsters’ attacks. In my campaign you can often find that at least 3 characters need healing, so Stand the Fallen rocks.
Yep - we agreed on the rating for that one

If anything it could be higher, but I think it's in a safe spot.
A+: Consecrated Ground
A: Rain of Steel, Stinking Cloud
B+: Stand the Fallen
B+: Bigby’s Icy Grasp
B+: Spiritual Weapon, Weapon of the Gods
B: Fireball, Hallowed Circle, Hunger of Hadar
B-: Avernian Eruption
B-: Dizzying Blow, Frenzied Skirmish
C+: Sign of Vulnerability, Splintering Shot, Two-Wolf Pounce, Deep Cut, Villain’s Nightmare, Web
C: Excruciating Shot, Clever Riposte
C: Crack the Shell, Walking Wounded
C-: Rune of Peace, Martyr’s Retribution
D: Crown of Madness, Curse of the Bloody Fangs, Turning Point
Looking for ones we disagreed notably on... (your grade then mine listed)
Rune of Peace: C- vs. C+
You think it's really so bad? Weapon attack vs Will makes it very accurate, and it does neuter an elite or solo for a round. I mean, I agree that it's not _good_
Spiritual Weapon: B+ vs. A
Weapon of the Gods: B+ vs. A
Talked about above.
Crack the Shell: C vs. C+
Dizzying Blow: B- vs. C+
Damage is basically equivalent so it's -2 AC (save ends) vs. immobilized (save ends), and generally I consider melee immobilize much less powerful than ranged immobilized. Not sure I see as sharp a difference between the two as you did.
Martyr's Retribution: C- vs. B-
I think the big difference is that you consider a healing surge a significant cost here.
Sign of Vulnerability: C+ vs. B+
Hmm, so effectively it's trying for +5 damage to all my attacks and all the attacks from a friend probably... but I think I rated this slightly too high due to the Solo factor. Still, I suspect you rated it too low.
Frenzied Skirmish: B- vs. B+
Two attacks that daze on hit with a better-than-shift of your speed in between seems stronger than baseline, no?
Splintering Shot: C+ vs. B+
Permanent attack roll penalties, even on a miss, are very serious business on an elite or solo, but I probably rated it slightly high based on a theory that solos are more likely than they apparently should be. Still, I think it should be higher than C+.
Two-Wolf Pounce: C+ vs. B+
This is very good damage output with two shift 2s thrown in for good measure... I take it you're not rating damage output well at all?
Villain's Nightmare: C+ vs. C-
Y'know, I think you're right here. 3W vs. Reflex, no miss damage, but wacky interrupt thing is probably worth at least some combat advantage or an opportunity attack.
Bigby's Icy Grasp: B+ vs. B-
Hmm, this seems strong - Bigby's uses up an awful lot of actions and has never appeared all that strong except when it was ruled poorly such that you can deal both attack and sustain damage in the same round on the same target. And even then, eh. Maybe others have seen it be more impressive - its grab effect is at least limiting, if not as powerful as a true immobilize. That said, I might bump mine up to a B either way.
Fireball: B vs. C+
Yeah, I'm pretty sure this will get bumped back up... I think it mostly lost points on 'But, Fireball is supposed to be cooler'
Web: C+ vs. C-
As a heroic tier ranged immobilize I should probably bump this up to your rating. I haven't seen as many uses to immobi-stun melee-only monsters in my games as much as others seem to, but the monster manual certainly backs it up as more powerful.