I like the poison use as daily, and death attack, and assassin's strike is fine as well. Attack finesse seems pretty powerful when compared to non-essential strikers, so curious to see what happens there what with the changes to sneak attack.
But some of the at-wills just seem really really limited for the most part, and kind of out of place as at wills.
As encounter powers I think they would be really nice though. Maybe boost them a bit and create a pool of encounter powers to choose from including assassin's strike as the weapon choice free option. Then allow you to choose a different option periodically roughly around the same levels as power strike or back stab. This might throw off the balance of the class by giving him access to more then one encounter power per encounter, but maybe still restrict him to only using one of them per encounter, kind of like channel divinity powers.
This way they become more like finishing moves then spams. It seems a little weird to require a class to be switching weapons every time he wants to use a different at will, but fine once or twice an encounter.
the powers them selves seem ok if a bit strong for at wills
Kurki lunge is worded a bit odd as per the normal rules, technically you can't use it since it requires a standard action to use, and a charge also requires a standard action. The power itself as written doesn't allow the assassin to charge only use this power instead of a basic attack. Seems it would need either an effect line: charge a target or something, or to change the action to free with a trigger of when charging and wielding a kukri since it can't be used without charging anyway.
Maybe replace the weapon restricted at wills with at wills that allow the assassin to do things like
When charging the assassin does not have to take the most direct route to its target
when bull rushing the assassin uses dex instead of strength and can slide instead of push, and makes the target prone with a success
When grabbing the target takes a –4 penalty to escape checks to escape, and cannot speak, shout, or make other vocalizations as long as it is grabbed
On a successful ranged attack you can choose to knock a target prone and dazed (meaning they can either stand up or crawl away) instead of dealing your normal damage
On a successful ranged attack you can choose to have a creature fail it's next save but only deal your Dexterity modifier in damage with the attack.
Your ranged attacks don't provoke OA's
you can shift two squares either before or after an attack.
You can move your speed after a hit
Some of these are intended to match up with the original feats, and work with the MBA spamming of martial classes we've seen so far.
The Weapon specific Encounter's could look something like this
Unerring Shuriken, a stance power that grants a +2 to hit, +1d6 per damage and scales up (much slower, since it's a stance)
Kurki lunge, stance +1d6 damage, +2d6 on charges and scales up (much slower, since it's a stance)
Precision dart +4 to hit, full damage, target suffers double the effect of failed saves until it's next made save, scales up by applying a penalty to saves at higher level.
And this post is huge so I'll stop there. I like the idea of the assassin having weapon specific attacks, I just think it might be cooler if they were more along the lines of encounter power strength, allowing the assassins at wills to be less restricted