I don't really see that the examples provided are a valid 'reformatting' of the 5e power into 4e -- they still use 5e terminology (components, casting time, range in feet rather than squares).
A better re-flavoring of the Fire Bolt cantrip would look something like this:
Fire Bolt -- Wizard Attack 1
"You hurl a mote of fire at your target."
At-Will * Arcane, Implement, Fire
Standard Action - Range 24
Target: One creature
Attack: Intelligence vs. AC
Hit: 1d10 fire damage
(level 5 = 2d10 fire damage)
(level 11 = 3d10 fire damage)
(level 17 = 4d10 fire damage)
Special: An inflammable object hit by this power ignites unless it is being worn or carried.
Also, the 'cast a spell' actions are weird -- better to reformat each spell as a 4e power:
Thunderwave -- Wizard Attack 1
"A wave of thunderous force sweeps out from you."
Daily - Arcane, Implement, Thunder
Standard Action - Close Blast 3
Target: Creatures in burst
Attack: Intelligence vs AC
Hit: 2d8 thunder damage, and the target is pushed 2 squares
Special: Unsecured objects fully in the burst are pushed 2 squares. The power emits an audible boom of thunder which can be heard out to 60 squares.
Then create a separate power to use to 'recharge' your spell powers:
Spell Power -- Wizard Utility 2
At Will * Arcane
Free Action - Personal
Effect: Recharge a level 1 Wizard Arcane daily attack power
Special: You may use this power twice per day. At 3rd level or higher, you may use this power three times per day.
(The level 6 version of this utility would allow you to recharge a level 1 or 5 power, with a bonus of some kind if the wizard chooses to recharge a level 1 power.)
--
This reformatting points out a number of changes from 4e to 5e:
- 5e uses a lot of 'factors of 30' in spell ranges (30 feet, 60 feet, 120 feet, etc.); this is in contract to 4e which mainly used 'factors of 5'. My feeling is that 4e made more sense on a battlemap, since the basic unit (the square) was 5 feet and easily visible on the map. 5e's change appears mainly useful to put spell and weapon ranges into multiples of a character's expected move distance, which works better for 'theater of the mind'. ("Oh, that spell has 30 ft range? You need to move toward the monster before you can cast it.")
- 4e largely dismissed with 'flavor' effects such as the audible 'boom' effect of a thunderwave, or at least left it to the DM to determine how to adjudicate them. 5e seems to want to use a lot more 'rules as flavor', which can be a good or bad thing depending on your desire to use these effects.
- 4e's implements were an integral part of the spellcasting classes, since the implements provided necessary boosts to attack that were baked-in to the system (this is why the example spell above has an implement entry even though the actual spell in 5e doesn't require a material component/arcane focus). 5e returns to the 'component' system, where certain classes are restricted in needing to keep a hand free for spellcasting while others are not so restricted (check out the paladin spell list, for example, and see how many spells in that list have solely verbal components).
- 4e was a system focused less on damage and more on status effects (though especially at the end of 4e, it was certainly possible to create build that did massive damage); 5e has largely reversed this, returning damage to primacy and relegating status effects to specific types of attacks (poison, paralysis) and/or specific magic spells.
As for 'bloodied', it is such a useful tool for communicating hit point status without actually referencing hit points that our group has incorporated it into Pathfinder.