Encounter 7 Reasoning
A decent subset of these powers did not appear more powerful than level 1 or 3 powers, at first glance. Some certainly are, however, so there's a stronger grading disparity perhaps. That said, I tried not to let my disappointment cloud my scoring, but I have some concerns so... show me wrong. Lots. The at-wills had a lot more contention and debate to 'em
*CLERIC*
C / Awe Strike
C / Break the Spirit
B+ / Searing Light
A- / Strengthen the Faithful
Awe Strike is decent in that it targets Will and immobilizes for a round, but it only does 1W damage and immobilize on a melee attack won't generally result in a lack of action or OA, just inconvenience in targetting or moving.
Break the Spirit would be a bit better if there wasn't the Wis/Cha MAD to consider, but it's decent radiant damage and a penalty to attacks at least.
Searing Light is a little less damage than Break the Spirit, but blind is an immensely better effect.
Strengthen the Faithful is a fantastic power in a melee heavy group or when rushing to the aid of a ranged character in melee. That could easily trigger 3 healing surges with both Wis and Cha added for the cleric.
*FIGHTER*
A- / Come and Get It
B- / Griffon's Wrath
C- / Iron Bulwark
D+ / Reckless Strike
C- / Sudden Surge
Come and Get It is forced movement without an attack, allows the fighter to mark and probably get a challenge attack in, groups enemies up for the resulting attack. Just real nice.
Griffon's Wrath sets up a round's worth of AC attacks against the enemy nicely.
Iron Bulwark is best used when mobbed by a group of enemies, but frankly an Encounter 7 should really start looking a lot more solid than the At-Will Priest's Shield by now.
Reckless Strike is decent damage, but taking a penalty to hit negates much of the point and it has nothing special to it otherwise.
Sudden Surge is probably intended for maybe spear toting Eladrin warriors and there is some potential benefit there, but it's fairly disappointing. Compare to Evasive Strike or Cut and Run for a more amusing comparison.
*PALADIN*
C+ / Beckon Foe
C+ / Benign Transposition
B+ / Divine Reverence
C / Thunder Smite
Beckon Foe I actually like quite a bit - solid damage, pulling a creature to the paladin to deal with - but its range is lackluster and the Cha/Wis MAD hurts its pulling potential some (not that it ever needs more than 4)
Benign Transposition suffers from a severe MAD-induced short range, but is still a pretty nifty and useful effect attached with an okay attack attached.
Divine Reverence is a close burst daze. If only it were a 'Weapon' attack it'd be a solid A. Definitely the winner of the paladin powers for me at this level, though.
Thunder Smite Solid damage, prone isn't bad - this would have been a solid level 3 power. Maybe there's something special you can do with the crit to make this a bit cooler though?
*RANGER*
B+ / Claws of the Griffon
B- / Hawk's Talon
B- / Spikes of the Manticore
A- / Sweeping Whirlwind
Claws of the Griffon is pretty much Two-Fanged Strike but slightly more consistent damage. Still quite solid for damage.
Hawk's Talon is potentially a huge bonus to attack if you factor in cover and concealment. It's not exciting, but it's solid.
Spikes of the Manticore is like a lesser Split the Tree. Solid performer.
Sweeping Whirlwind is the non-boring Ranger power of the level and it's actually quite impressive. Sweep around and push several squares and knock prone? That's nice and should actually be useful all the way through to 23 when you replace level 7 encounter powers.
*ROGUE*
B- / Cloud of Steel
A / Imperiling Strike
C+ / Rogue's Luck
B+ / Sand in the Eyes
Cloud of Steel is a good-sized close blast that targets enemies only. Damage isn't high, but honestly it doesn't need to be.
Imperiling Strike is a massive power play. Vs Fortitude isn't a huge bonus, but it's a nice option for mixing things up, and penalty to AC and Reflex equal to Str modifier will set up many followup attacks, especially at high paragon or low epic.
Rogue's Luck is a cute mechanic that does make it tremendously likely that you'll hit, but its damage will never be impressive and it carries no other special effect.
Sand in the Eyes targets Reflex and blinds for a round. Slightly low damage, but great power.
*WARLOCK*
B- / Howl of Doom
B- / Infernal Moon Curse
A- / Mire the Mind
B- / Sign of Ill Omen
Howl of Doom is sorta like Thunderwave's big brother. Seems decent.
Infernal Moon Curse is solid damage and its immobilize seems more useful than, say, Awe Strike's, for example.
Mire the Mind is low damage, but it effectively blinds the target (which is great stuff) and gives a sizable bonus to Stealth, presumably resulting in multiple more combat advantage opportunities.
Sign of Ill Omen is slightly low damage, but it completely screws the target's next attack.
*WARLORD*
B+ / Lion's Roar
A- / Sunder Armor
B+ / Surprise Attack
B- / Surround Foe
Lion's Roar gets marked up a bit purely because it's a guaranteed healing surge. In the hands of an inspiring warlord I suspect it's pretty much equivalent to the Daily 1 Paladin's Blessing.
Sunder Armor has nice synergy with 'on crit' abilities and feats and is marked up almost purely on the assumption that action points and/or dailies and such are magnified by this power.
Surprise Attack is really solid damage, particularly when grouped with a rogue or someone who does more damage than the warlord.
Surround Foe gets points for its set up ability, but honestly I think it's best at saving someone cornered.
*WIZARD*
B / Fire Burst
B / Lightning Bolt
B- / Spectral Ram
A- / Winter's Wrath
Fire Burst is very solid range and area, good damage, but no special effects. Almost like there's a steady progression of Scorching Burst -> Shock Sphere -> Here.
Lightning Bolt I love the versatile attack mechanism. It suffers primarily from low damage, but this is a nice little low level chain lightning effect.
Spectral Ram is solid damage with the push and knocks prone. On that note, I wonder if the better trick with push and knocks prone might be to push 1 - if you do, the target can't charge you. The target can crawl and attack, but it provokes and sets up combat advantage.
Winter's Wrath is a great area spell. Solid size and great damage, some of it automatic, and the party rogue can even step through it to gain Stealth.