Maybe you're playing the wrong class?
I'm serious. Seems like something like the slayer rather than the fighter is more your bag. Something that would not suit your philosophy would be Dizzying Blow (daily, 5th-level, 2[W] + Strength and the victim is immobilized [save ends]), which is great for locking down the enemy but does less damage than "Brute Strike".
Now onto the PDF itself:
A note on power names. Having several versions of "Hack" is confusing. They can have names like "Tempest Hack", "Great Weapon Hack", etc. The expanded name still tells you what the power does, but also for which build/class it's used for.
Battlerager:
Bash does exactly what it should do. I don't know why it has the invigorating keyword, when it doesn't provide temp hp. Typo?
Smash doesn't really work. Ongoing damage until the end of the next term doesn't make sense in-game, in part because there's no way to stop it; it would make more sense to just say +8 damage. Ongoing damage with no other effects is simple too; you might as well make it ongoing 5 (or more) damage [save ends]. And on that note, "smash" implies a bludgeoning weapon. While you could dish out internal bleeding with a hammer, this sounds it should work with a slashing weapon more.
Arena Fighter:
Same with Hack, except there's no flavor concern. Gladiators making opponents bleed is part of their flavor, and I was a little disappointed that WotC didn't give out such powers in 4e, although they're "role-locked" into that. ("Crack the Shell" still works for them.)
Brawling:
Hack and Hold: I assume that brawling fighters always let go of their opponent at the end of their turn, so no balance comments there. I would make this an attack vs Reflex (perhaps without a weapon bonus to hit) as wearing heavy armor would not stop someone from grabbing you.
Great Weapon:
The Great Weapon Fighter is perfect. I like how Hack gives you options, instead of making you pick through a bunch of nearly-identical powers.
Guardian Fighter:
Guardian Fighter: I would use Strength to determine how far an opponent is pushed, and make attacks vs Fort (since being sturdy lets you resist bull-rush like attacks). Otherwise fine. Note that this isn't "slayer-like", but guardian fighter implies defensive anyway.
Beast Master:
Hack and Claw. I'd let the companion shift 1, even though that's making the power a bit more complicated. I'm a little worried the companion will often end up "out of position" and a free shift also makes it easier to flank.
Melee Warlord:
I like how Hack doesn't force you to go digging for options.

Hack is probably better than Slash here though.