Interesting. My process is similar, but I love "sustain Minor" powers. In my experience the good ones are encounter-winners.My selection process:
- Eliminate all the hopeless misfits. This is usually the majority of powers. This means getting rid of powers that are just plain poor (quite a few), excessively situational (not my thing), use a wrong attack stat, depend on an implement/weapon I don't have, or depend crucially on a rider I can't use. Sometimes, this reduces the choice down to 1 or even 0 (i.e., pick another level's power or multiclass).
- If there's a power that's head and shoulders better than the rest, pick that.
- Otherwise (most normally), pick whatever seems to fit the character. This is usually a power without a build specific rider, though of course I try to include them. I just don't like em that often.
- As a general rule, I don't like sustain powers (annoying gameplay overhead, and limits your options on subsequent turns...), and daily utility powers, powers that slow the game down with unnecessary mechanics tracking (specifically if it requires constant attention even after your turn), and do like minor actions, immediate actions, and powers that do more than one thing (as long as you can resolve it now), in particular leader-like or controller like powers that give a tactical edge.
Interesting. My process is similar, but I love "sustain Minor" powers. In my experience the good ones are encounter-winners.