Magic missile is very poor at this you realize. Very poor. It gets poorer and poorer the higher level you are as well. This is a really unconvincing argument. Especially because a minor amount of damage is not "control" by any definition. Neither will anyone in the party agree when the "controlled" monster freely moves and punches the rogue unconscious - instead of being slid into difficult terrain or adjacent to the fighter.
Nightmare Eruption has the psychic keyword, so qualifies for psychic lock. This boosts it to a control power easily and is a fantastic choice for an illusionist. Not to mention wipes out clustered minions and deals solid damage to other adjacent creatures.
Erupting Flare isn't so good.
Cloud of Daggers is not bad and inflicts extra wisdom damage at the start of the creatures turn. This can finish off enemies just as effectively as MM can at low levels. Without costing an additional action. Plus it can present a barrier in narrow areas for monsters to cross.
Illusionary Ambush + Psychic lock = -4 penalty to attacks. So that's damn good. Especially combined with a mark. Also you severely underestimate the importance of a -2 penalty if you think it isn't important, especially when you've thrown that -2 penalty onto a marked creature. There is a reason getting combat advantage for the +2 bonus makes a huge difference in 4E. With a mark and illusionary ambush and psychic lock, that's a whopping -6 penalty for that creature attacking anyone other than your defender. That is pure control, no questions asked.
Ray of Frost has frost cheese associated with it, so can get constant CA and deal more damage as well. It also slows an enemy for a delightful side benefit, that allows another PC to easily keep distance from that creature. Or prevents artillery from running and similar.
Storm Pillar is not great post-errata, but it works brilliantly in its niche.
Charm of Misplaced Wrath is an encounter power, that gives an attack against an enemies ally as an effect, plus on a hit slides and dazes. Magic missile is not better than this power and I am stunned you could claim it is. Are you claiming that Magic Missile is seriously better than this encounter power? I have to assume this is a mistake and you meant hypnotism.
Hypnotism (which may have been what you meant) is a great control power. It lets you use monsters very strong MBAs against their own allies, with a +4 (+6 with right school) to the attack roll. That's incredible. It's secondary effect isn't bad either, sliding the creature for setting it up for allies, marks or similar. It also targets will and has a solid range. Overall this can be really niche or absolutely terrific. Given how many monsters do great things with their MBAs, this is more than worth having.
Let's continue though to other spells.
Arc Lightning is two attacks that deal pure damage, but targets two creatures. This is a very good deal and lightning damage has good synergy with Mark of Storm from Eberron (slide 1 when you hit with a lightning/thunder keyword power).
Phantom Bolt has a slide and again, psychic lock.
Winged Horde (that you ignored) is an ally friendly burst 2, has the psychic keyword and the enemy cannot make OAs. That's a very strong control power.
Beguiling Stands is a close burst 5 entirely ally friendly power that can push a ridiculous amount of squares with the right set up. Even so, int damage and push 3 ally friendly is terrific.
Your arguments here just don't make any sense whatsoever, because all of these have control effects while MM does a very small and often insignificant amount of damage. PCs with good tactics can easily make use of powers that slide, for example, by keeping a creature adjacent to the defender of the party. Forcing a creature to waste actions and not move as it wants is by definition control.