Unfortunately, I don't follow all that jargon
What I mean is 4e presents abilities with insufficient explanation. Phasing and "Come and Get It" being prime examples. How do I adjudicate a fighter using "Come and Get It" on a centipede swarm? I have no idea. Neither does my player. Now we are firmly in a gray area of the rules...do I prevent the player from using this power or do I ignore the behavior of a swarm and just run with it. Normally I will do the latter, but the fact that we need to pause and sort these things out I consider to be a mark against the game.
A couple solutions for "Come and Get It" might be:
* For powers which had sticking points in the playtest include sidebars explaining hot to adjudicate outlying scenarios
* Give certain creatures no Will scores, thus making them immune to all powers targeting Will
* Design all powers to be versatile like the Essentials Hunter, wheree the player selects from a list of effects (and make it explicit that the DM can forbid a certain effect if the scenario calls for it)
* Provide a "swappable effects/conditions" list, so that when a certain effect/condition doesn't make sense, the DM and player have some ready-to-go replacements of equivalent power
Does that make sense?