I can't really think of any of the named conditions I would want to see removed. I like the complexity and the interaction. I think monsters that do stuff "until the end of your next turn" should be "save ends" instead, in order to make it easier to track, and to give players a chance to give each other saving throws, but eh I'm mostly ambivalent on that as well. And I certainly don't want to see stuff like Stun removed.
Warning - side tangent about stun...
I played in a game earlier today that saw our group of 5 (warlord, fighter, cleric, rogue, ranger) take on 4 grells. I don't know what kind of sadist designed that encounter - each grell could grab as a standard action, bite a grabbed character as a minor at will - and the bite delivered stun (save ends.). All of them were elite so they all had action points. 3 of the grells were soldier grells and one was a grell philosopher. The philosopher was overlevelled and the others were soldiers, so high defenses. The grell philosopher could blind characters at will in addition to all the other insanity. So we were regularly blinded, stunned, and immobilized. It's the kind of textbook "frustrating" combat I read about all the time that people hate.
We had 2+ characters stunned on any given round and often 1 or two blinded. Still, I found it to be an exciting combat, even when it was me that was stunned. And I was blinded for 3 rounds in a row at one point, then stunned for 2 more.
I like the feeling of unease when fighting a monster group that can deliver a dread condition. A couple rounds into the fight, we were in some trouble, we had done damage to the monsters but they were elites and tons of hit points and very high defenses. Since we were so often blinded or stunned, flanking opportunities were rare (blinded or stunned allies don't provide a flanker) and in the quest for combat advantage and lack of mobility we were unable to easily focus fire so all the monsters were still up and we were taking heavy damage. On the monsters' turn the DM decided ALL the grells would use their action points and unload on us. The philosopher blinded my warlord and the ranger. A soldier grell grabbed the and stunned the cleric. The other two soldier grells attacked the fighter, action pointed and attacked him again. The fighter got stunned AND dropped unconscious. A lot of groaning at the table.
I was really pumped up when my warlord who was blinded (save ends) was able to use "stand tough" to heal the entire party with non surge healing, "shake it off" to unstun the fighter, and inspiring word to bring the fighter back to nearly full health, all while blinded. Next round, still blind, I used "stand the fallen" simply for the effect to give the whole party a heal surge and didn't expect to hit but instead I rolled a 20 and crit on my 3W daily (with a high crit greataxe) for massive damage.
It was my moment when the players were low hp, 2 were blinded, 1 was stunned, 1 was dropped, and all the monsters were still up that I get to be the guy that really comes through. Now the whole party is practically unwounded and the grell I crit is about to die, and the rogue and ranger could make quick work of him. After my shining moment of course I spent the rest of the fight either blind or stunned (or both). But I didn't care it was worth it.
I'm of the opinion that you have to have the bad to appreciate the good. If dazed is the worst I get and I'm always guaranteed a standard action on my turn and I only miss 20% of the time then the game turns even more into a hit point grindfest and a lot of the uncertainty and swings of battle gets lost. You have to suffer through the stuns and weakens and tough monster defenses to appreciate how kick ass it is when you are the only one NOT suffering the condition and the party is depending on you to kick butt while they are helpless and you come through. Anyhow I'll remember the fight for a long time... though doubtless one or two of the other players will remember the fight as "crap that annoying fight, I hate stuns".