Dungeoneering Utility 2
Something about the aberrant horror's movements strikes a chord, you know just how to fight it.
Close Burst 5
Target: One aberrant creature you can see in burst
Effect: You make a Dungeoneering monster knowledge check to determine the target's resistances and vulnerabilities. If the check succeeds, you or one ally who can hear you gains a +4 power bonus to his or her next attack roll against the target before the end of your next turn.
Arcana Utility 2
You refocus your eyes to see manic enemy invisible to the untrained eye, learning how many magical creatures are nearby.
Effect: You make an Arcana check and learn the number of elemental, fey, and shadow creatures that are within a number of squares of you equal to the check result. You don't learn the creatures' locations, but you do learn separate counts for each type
Diplomacy Utility 2
The battle done, your allies turn to you for words of encouragement and support.
Close Burst 5
Requirement: You must be taking a short rest
Target: Each ally who can hear you in burst
Effect: When each target spends one or more healing surges at the end of the short rest, he or she regains additional hit points equal to your Charisma modifier.
Streetwise Utility 6
You knock over obstacles, take difficult paths, drop rubbish, and do anything else you can think of to slow your enemies' pursuit.
Requirement: You must be in an urban environment.
Effect: You move your speed. At one point during this movement, you create an area of difficult terrain in a close blast 3. The difficult terrain lasts until the end of the encounter.
Perception Utility 2
You focus your senses to pick out enemies at the edge of your vision.
Effect: Until the end of your next turn, your ranged weapon attack rolls take no penalty from long range, and they ignore cover and concealment. but not superior cover or total concealment.
History Utility 10
The enemies' movements are similar to those used in a skirmish you once studied. You use knowledge of it to outmaneuver a foe.
Trigger: An enemy enters a square adjacent to you or to an ally adjacent to you
Target: You or the ally
Effect: The target shifts 1 square and gains a +2 bonus to all defenses until the end of your next turn.
I actually have a house rule that if you are trained you auto succussed at all skill checks of 12 or less... so a 1st level wizard trained in athletics with a 11str will ALWAYS make a minimum DC of 12 with no rollDude, this is what I am talking about. Narratively, the game offers a specific tool for this: gating Skill checks by Proficiency. A Wizard without Religion might be smart, but the 12 Int Paladin can make a Religion check that the DM restricts by Akill training that the Wizard cannot even attempt. This sort of Skill check design is all over D&D these days. Give each character a time to strut their thing.