A Big Revision
I'm listening to all of you and have revised this.
Choose your class. Choose any class from any previous edition.
Decide which of the 5 classes your class is most like, fighter, rogue, cleric, wizard or a custom class.
Fighter Types
Class Bonus: +1 Strength
Hit Points: Constitution score+12
Hit Points Per Level-Up: +12 hit points
Healing Surges: 12 (Justified as healing potions prepared during extended rests. Otherwise, I tend to kill off characters. I assume in every encounter that characters have full hit points. I can't design a good encounter when characters are hurt from the last encounter.)
Armor: Any
Weapon: Any
Class Features: 5 fighter features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer. Just remember that fighters may not have a high intelligence, wisdom or will score and spells and prayers may be based on that.
Rogue
Class Bonus: +1 Dexterity
Hit Points: Constitution score+10
Hit Points Per Level-Up: +10 hit points
Healing Surges: 10
Armor: Armor Class Bonus up to Studded Leather
Weapon: Any weapon doing up to 1d6 damage
Class Features: 5 rogue features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer. Just remember that rogues need their rogue skills
Cleric
Class Bonus: +1 Wisdom
Hit Points: Constitution score+8
Hit Points Per Level-Up: +8 hit points
Healing Surges: 8
Armor: nothing greater than chain
Weapon: the weapon of the cleric's god
Spells: Prayer powers
Class Features: 5 cleric features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer. Just remember that clerics need their healing and turning prayers. All spells that are chosen for power slots are relabeled prayers.
Wizard
Class Bonus: +1 Intelligence
Hit Points: Constitution score+6
Level-Up: +6 hit points
Healing Surges: 6
Armor: No armor save jewelry and magic
Weapon: wooden staff, dagger, dart, sling
Spells: yes
Class Features: 5 wizard features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer. Just remember that wizards don't have high hit points and may have chosen lower strength, dexterity and constitution scores. If a wizard chooses a cleric prayer, the power is relabeled spells.
Custom Class
Class Bonus: +1 ability
Hit Points: Constitution score+9
Level-Up: +9 hit points
Healing Surges: 9
Class Features: 5 class features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer.
Perhaps a character can retrain in order to replace a power in one of the 30 slots if a better power is invented in a future module or if the character no longer likes that power. The character must wait for the next level-up cycle of gaining powers to retrain powers but at no penalty when gaining the 2+int mod powers.