Player’s Handbook:
Class Powers/Features:
Seal of Binding (Cleric Daily 25): You can sustain this power no more than three times.
(This combos with a Demigod’s Divine Regeneration to kill almost anything, and taking an opponent out of the fight for many rounds can be too good on its own)
Champion of Order (Paladin Paragon Path):
Certain Justice (Encounter 11): Change the second sentence to “If the target is marked by you, it is also weakened and dazed until the end of your next turn.” Change damage to 1[W] + Strength modifier.
Champion of Order—In Defense of Order (Feature, level 11): Change the first sentence to add: “When you are adjacent to the target of your divine challenge, the target provokes an opportunity attack from you if it shifts or makes an attack that does not include you as a target.”
(Certain Justice is too powerful as written, and completely changes the dynamics of fights against solos. Changing its effect to until the end of the next turn greatly weakens the power, so adding to damage seems fair. Changing In Defense of Order so that the target also provokes opportunity attacks on a shift makes this feature stronger and more thematic, and helps compensate for the change to Certain Justice.)
Orb of Imposition (Wizard class feature): Orb of imposition’s save penalty power is a free action you can use only once per encounter, but you can choose to apply it after the relevant saving throw roll has already been made. (Large ongoing save penalties are too powerful)
Arcane Power:
Feats: Draconic Spellcaster, Fey Charmer, Gnome Phantasmist: Only the damage bonus on these feats scales with level; the to-hit bonus does not. (to-hit bonuses on feats like this shouldn’t scale with level)
Player’s Handbook II:
Feats:
a) Disciple of Divine Wrath (Multi-class Avenger): Change the feat’s benefit to: …Once per encounter you can use oath of enmity. The effects last until the end of your next turn. You can use oath of enmity's effect up to two times
(Without this limitation, this feat is too good for multi-attackers)
Adventurer’s Vault:
a) Iron Armbands of Power, Bracers of Archery: change the bonus to damage to +1 per tier.
b) Cunning Weapons: only apply the saving throw penalty to the first save against the effect.