The D&D Essentials Fighter sub-classes (Knight and Slayer) and the Skald from Heroes of the Feywild show much better templates for what "at-will powers" need to be for characters that use the "Making Sharp Things Go Through Soft Things That Scream and Bleed" skill to attack than anything in the 4th Edition PHB or PHB2. Their Encounter Powers fit the bill well too.
Even if it just comes down to a presentation issue, it works.
A part of it is decision points IMO. There's a rule of thumb in psychology of
seven plus or minus two as the number of things a human can hold in their head at the same time.
Let's assume there is one PC and three monsters. In the blue corner we have a level 1 PHB fighter with two at will powers and an encounter power. And in the red corner we have a level 1 essentials Knight with two stances and Power Strike.
How many options are on the table for each?
- For the PHB fighter it's three monsters times three powers, or nine
- For the Knight it's three monsters times two stances times two for power strike (yes/no), or twelve.
The knight looks worse, right? On this analysis, yes. But then we get into
chunking. Breaking down the decision into smaller options, to get it below that threshold.
For someone who knows 4e well and has a tactical mind, this isn't a problem. You chunk automatically. But for the newbie, nine or twelve distinct choices is analysis paralysis time. But let's look at how the two are chunked by the rules system.
The fighter player chooses who to hit and at the same time chooses which power to use. Nine options with no obvious chunking for a beginner.
The knight's process on the other hand goes more like this.
- Are you in the right stance? (yes/no) - two options, minor action
- Who do you hit? (Monster 1, 2, or 3) - three options, standard action
- Do you use power strike? (yes/no) - two options, free action
Note that for the knight, although they theoretically have twelve options on the table, their choices come pre-chunked. At the time they make the choice there are no more than three options on the table. Literally the most complex choice they have to make is who to hit. Not that they have fewer options, merely that the options come pre-organised.
Some character classes and builds thrive on picking the right rabbit out of your hat every round. Traditionally the ones with the largest variety of bunnies in said hat are Magicians - go figure!
Some players do. I'm one of them

And the thief is another such class, which IMO is the way it should be. Rogues
should be looking for rabbits in hats every bit as much as magicians. And the thief is one of my favourite classes, but I consider WoTC barking mad when they mark the thief as a simple class for Encounters. Unless you're going to autopilot on Tactical Trick (which works, don't get me wrong - and I'm very glad this easy mode is there) it's probably one of the hardest classes in the game.