Windjammer
Adventurer
My first tip is: You don't need to be perfect when creating your hierarchy.
My take might be:
1. Push, Pull, Slide, Slow. Resist 5 (for ally or PC)
What it is depends on what makes sense for the described power. Yes, Slide is more flexible then push or pull, but the difference is marginal. How much you can slide/push/pull could be done in the 3.x way - every 5 points above the DC adds a square.
2. Knock Prone, Immobilize, Daze, Weaken, Ongoing Damage 5 (per tier), Ongoing Effect from 1. Resist 10.
3. Stun, Ongoing Damage 10 (+5 per tier), Ongoing Effect from 2. Resist 20.
4. Dominate. Ongoing effect from 3. Resist 25.
Of course there will be situations where a slide might be more useful than a knock prone. But that's ... well, situational. It's part of it being a tactical situation.
Now you need a way to press this into the tables format and think how to apply it. Maybe drop the damage step by 1 for each step up in your condition hierarchy (down to a damage of 0.) Higher DCs (+5 to DC or Defense in question) could also add one step on the condition hierarchy. One-Time effects get one free step on the condition hierarchy. I also like the idea of adding requirements like combat advantage to such steps. So you could say: "Yes, if you have combat advantage and beat the targets Fort/Ref by 5, this stunt will let you drop the target prone for free in addition to the damage effect.)
Could you present your proposal in a table format? I can see a couple of good ideas in there, but my head spins from comprehending your proposal in its entirety... Btw what does "resist" mean, and what's the number next to it? The DC number? Anyway, I'd hope that giving us a table would basically forestal the need to answer such questions in the first place.
Thanks for your effort so far - greatly appreciated!