Lancer opinions
Hello! Great work on the Lancer class ff6shadow, I didn't think a martial controller was viable until now.
I've been giving it a look over, and I've got a few comments and suggestions and such for you to go over if you'd like. I didn't get through everything, but here's what I've come up with so far.
For Roundabout Capability, I like the side effect that elves can shift adjacent to a lancer while others cannot. The wording is a little bit awkward, but for the life of me I cannot think of anything better. It's the moving away bit that I wish there was a way to be more elegant.
For the at-will powers, a lot of them just do 1[W] damage without additional damage. Seeing as the class is a controller though, it might be fair to do 1[W] + Strength modifier damage like wizard powers do with Intelligence. I mean, Thunderwave does Blast 3 and pushes, as well as doing 1d6 + Int, and Scorching Burst does area Burst 1 with 1d6 + Int. If you want to keep them from doing additional damage, it might be best to keep them balanced against a wizard and differentiate them as well by making the burst and blasts target enemies only, and not allies. I'd recommend that for Burst Strike at least, and perhaps leave Spinning Strike's "all creatures in burst" targeting the way it is, but also provide a -1 to attack rolls until end of your next turn on a hit. Rushing Strike is probably fine without the extra damage, but I would add a +1 to attack rolls to make it a sort of mini-charge. Defensive Spin I can see just doing the 1[W] though (+2 to AC/Reflex with a staff is awesome). I could see the argument that the ranger does 1[W] to two targets, but they are also strikers, not controllers. Piercing Thrust, I cannot advise a change for, as it looks great. I'm just looking at comparing the class to wizard, so take my advice here with a grain of salt.
Also, the Flurry of Blows Paragon feat says you use your full Intelligence modifier, whereas the Flurry of Blows class ability says half your Dexterity modifier. I think one of those is a typo. Also, you might want to change the names of the Flurry of Blows power (e3) as well as the Paragon feat to differentiate them. Like Improved Flurry of Blows for the feat, or "Distracting Barrage" for the power. Otherwise you have three things called Flurry of Blows on your character sheet potentially.
Typo and formatting wise, the Spinning Strike at-will power has the flavor text above the "At-Will * Martial, Weapon" text instead of below like the rest of your powers. Dizzying Strikes (d5) has the last two labels reversed ("Special: You gain a +2 bonus to hit if using a quarterstaff" and "Weapon: The target is dazed" labels reversed. Whirling Attack (d1) says Strength vs Ref instead of Reflex (like you have printed elsewhere) for attack. Lunge and Sweep (d9) says "make an attack against all enemies besides the original target that is.." instead of "original target that are".
You also use a new mechanic for bursts and blasts that refer to "close burst/blast melee weapon" or "close burst/blast melee weapon +1". It might be better to just have those powers be Close Blast 3/Burst 2, with the requirement that you are wielding a reach weapon. I know you could argue that with the powers you built that extend one's reach that you wouldn't get as much benefit, but I see those reach extending powers as being meant for single lunges and not swirling or sweeping attacks (other than Surprise Strike). Of course, you could also mention in all the reach extending powers that it also extends the Close Bursts and Blasts range by 1 as well for lancer powers.
Also, as I mentioned in my "at-will" section, it might be a good idea to apply the "target all enemies in burst/blast" instead of "all creatures", at least for the blasts. This can compensate that the wizard gets larger areas and longer ranges, but the lancer only targets enemies and not allies. Bursts, I can understand whirling your weapon around indiscriminately about you, but blasts are much more targeted. "All creatures" applies to, other than at-wills, Blinding Swipe (e1-burst), Flurry of Blows (e3-blast), Wide Sweep (e7-burst), Storm of Blows (d9-burst), Furious Flurry (d9-blast), Blinding Cloud (e13-burst), Javelin Storm (e13-burst), Assaulting Flurry (e17-blast), Frenzied Whirlwind (e17-burst), Javelin Hail (d19-burst), Celeritous Spin (e23-burst), Pinning Sweep (e25-burst), Lethal Storm (d25-burst), Whirlwind Assault (e27-burst), Hail of Blows (Living Tornado e11-blast), Ruinous Zephyr (Ruinous Zephyr d20-burst), Thundering Assault (Elemental Fury e11-blast), Elemental Assault (Elemental Fury d20-burst).
The ones that are already set to "all enemies" are Swirling Blows (e1-burst), Whirling Attack (d1-burst), Lightning Assault (d5-burst), Manic Whirlwind (e7-burst), Rotating Assault (e13-burst), Mighty Sweep (d15-burst), Endless Attacks (d19-burst), Violent Swing (e23-burst), Disastrous Squall (d29-burst), Holding Pattern (Divine Shield e11-burst). It's just not very consistent, and the flavor text often says it lays waste to your foes, although the rules text says all creatures.
The Encounter 1 power Lunge has a range of "Melee Weapon +1 Squares"... might be better to have a Special: Increase the reach of your weapon by one square with this attack. Also Distracting Shot has the italics tags visible. The wording for Dazzling Assault (e3) mentions targets provoking OA from adjacent enemies - their enemies (you and your party) or your enemies? It might be more balanced if they just grant combat advantage. Same with Blinding Assault (e13). Iron Wall (d29) refers to slowing a target on a miss, but not how it ends (save ends or end of next turn typically).
I hope some of my obversations or ideas are helpful! Thanks for sharing!