Whoa. And that's exactly the kind of flavor text that makes even my "ignore the dang flavor-text and make something up" heart shudder to a stop. Overspecific, tied to setting (which I'm not using), and verbose. Give me the short-and-sweet sensory/stage-direction flavor text every time. THAT I can jump off from and go where I want.
Fair enough

I think the difference for me is that in my version, it's not a description of the power as it is -- it's a description of a specific _use_ of the power, historically. You can mix and match them, but as you add special effects, it's probably good to also add the illusion of specificity to the event.
Even if you ignore the text, it's like the ecology of the goblin -- it's interesting to look at and helps give players some sense of a living world with a history.
I could see my specific example being terrible, though -- there's a reason I'm an engineer
I think presentation depends on the power for me. If it's something like a spell whose description can only be "magically sets enemies within a blast on fire", then I'd rather not
even have the short and sweet description -- it's magic, it sets people on fire, let's go.
To make that work, you need a set of descriptors & keywords (verbs, really) that are rich enough for what you're doing, but that's not a problem
Something a few more keywords would need to enter the game's vocabulary, but then we could have:
impact push 5 squares and land prone
psychic shift 3 squares
dominate pull 2 squares
fear push 1 square
Ideally, we'd have "knockback" be a real game term to imply landing prone, so the first example could be
impact knockback 5 squares
but eh, I'm okay with that not being in the game.
Ideally, basically, I'd rather that effects that
can describe themselves
did describe themselves. Anything that applies a die roll modifier or status effect other than ongoing damage does not describe itself in general.