Notes:
-Team strike looks a little bit too powerful for an at-will power.
-Distracting shout doesn't seem like a good at-will power either. The at will-powers we've seen so far are all basically a normal attack plus a small benifit. So, the fighter attacks with her axe and also deals a little bit of damage to a nearby foe, or the warlock hits with her magic blast and also makes herself temporarily invisible to her target. Distracting shout seems to replace the attack entirely--it would probably work better if you beefed the power up a bit and turned it into an encounter or daily
-The first level class powers are all attack powers--You make an attack roll against one of your target's defenses, and something bad happens to it if you hit. Fleeing Trumpet is a utility power--the sort of thing the Roustabout might get at second level. I'll also point out that, as a player, I'd feel kinda cheated if other people got to use my special abilites. What can you do to put control of the power back in the hands of the roustabout himself?
-Think about what Recovering Cry actually does: Healing surges are one of the two ways that the game keeps track of party fatigue. When the surges run out, the day is over. The other way is, of course, daily powers. So when the roustabout uses Recovering Cry, he's letting the party do two days worth of adventuring at once. That causes two problems: first, it screws up the DM's pacing. He probably knows when or where he wants the party to rest, and has planned his encouters accordingly. When you use Recovering Cry, you've invalidated that. More impoartantly, though, the power only restores healing surges, and not daily powers. Given that rests are an in-game phenomenon only (that is, you don't spend six hours of real time slacking off while your party recovers). So all you've really managed to do is to double your party's workload: To spend your daily power so that everyone else can spend their less often.