I really hope DMG2 addresses the science of power creation, even though there seems to be a fair bit of art. For the parts that can be codified, someone in the house rules forum started to break down the power creation guidelines. I forget who and my search-fu was weak today

I hope they take credit for their work!
[sblock=power creation guidelines]Melee
Standard Action, Melee Weapon
Target: One Creature
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage
Ranged
Standard Action, Ranged Weapon
Target: One Creature
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage
Close
Standard Action, Close Burst 1
Target: Each creature in burst
Attack: Primary Attribute Modifier (PAM) vs AC
Hit: 1W + PAM damage
Area
Standard Action, Area burst 1 within 10 squares
Target: Each creature is burst
Attack: Primary Attribute Modifier (PAM) vs Reflex
Hit: 1d6 + PAM damage
2) Each power type has a different power modifier sum. Power modifiers may be taken more than once and the effects are cummulative.
At-will powers: 1
Encounter powers: 2 in heroic, 5 in paragon, 7 in epic
Daily power: 4 in heroic, 7 in paragon, 9 in epic
Sample Power Modifers
-2: No PAM damage on Hit
-1: Add damage type (fire, necrotic, poison)
-1: Remove Weapon or Implement Keyword
0: Attack targets Fortitude or Will instead of Reflex
0: Ranged 5 instead of Ranged weapon
0: Hit deal 1d6 damage instead of 1W
0: Add damage type (cold, electric, thunder)
1: Blast or Wall instead of burst
1: Hit also pushes the target 1 square
1: Hit also knocks the target prone
1: Hit deals an additional 1W
1: Hit or Miss also causes minor ailment (dazed, slowed, grants combat advantage) until the end of your next turn
1: Hit or Miss causes onging damage 5
1: Hit or Miss grants target -2 penalty to one defense or attack rolls until end of your next turn
1: Hit or Miss grants target -SAM penalty to one defense or attack rolls until end of your next turn
1: Increase damage dice one size
1: Increase burst or area size by 2
1: Increase Range by 5 squares
1: Ailment lasts until save ends instead or end of turn
1: Hit deals Secondary Attribute damage
1: Add damage type (radiant, acid, psychic)
1: Attack is Reliable
1: +2 to the attack roll
1: Attack deal half damage on Miss
2: Attack targets Reflex instead of AC
2: Hit or Miss also causes major ailment (stunned, immobilized, blinded) until the end of your next turn
2: Additional 1W attack after primary attack
[/sblock]
A couple points to consider:
Conditions (least to worst)
Deafened, Slowed, granting Combat Advantage, Prone, Immobilized, Dazed, Weakened, Blinded, Restrained, Petrified (assuming it is as temporary as any other effect), Stunned, Dominated, Unconscious.
Granularity within tiers
The system above doesn't take into account any difference between, say level 1 and level 7 attack powers. It seems like level 7 should be more powerful, right? There was discussion in the original thread that this assumption might not be true. Personally I think adding some granularity would be helpful...maybe I'll do that.
Scaling for repeated power modifiers
It's pretty clear that there should be an exponential or at least an increasing cost for repeatedly adding, say a +1[W] to power's damage. Also, there was discussion about dividing up scaling according to three groups, but I can't remember what those were.
Hope that gives you a good start. If you come up with any other tools, let us know!