Mythal Splinter is a Utility of that paragon path that prevents the use of powers with the healing and teleportation keywords.
True. Not separating them carries different baggage, and nerfs different powers in different ways. Pick your poison on which direction you want the nerfs to go.
Well obviously there's going to be advantages to some powers depending on how the rules go. However, the rules support and 'interpretation' is reduced to utter simplicity if you take the stance that 'The power's keyword describes the entire power' rather than 'The power's keyword describes only parts of the power.' The former works with all the rules of the game as they are now, whereas the latter requires more individual interpretation and houseruling, and requires inconsistancies in interpretations.
Unfortunately, 4E deliberately changed a ton of things from how they worked in 3rd edition, so I don't really find it useful to reference back to the old edition. Given the general focus of 4E on keeping everyone useful in battle, it's entirely possible that the designers intended it to be much harder to become absolutely immune to various powers, so that characters built around those powers wouldn't be useless in encounters against resistant enemies.
If they had intended for powers to have distinct keywords for distinct effects, they likely would have taken a cue from 3.x (how they denoted supernatural, spell-like, and extraordinary qualities and abilities) and included a reminder with each distinct aspect of a power as to what keywords apply to it. For example, Booming Blade would look something like this:
Booming Blade Swordmage Attack 1
A field of sound punishes your enemy if he tries to escape.
At-Will Arcane
Standard Action
Melee 1
Target: One creature
Attack: Intelligence vs. AC (Weapon)
Hit: 1[W] + Str modifier damage. (Weapon) If the target is adjacent to you at the start of its turn and moves away, it takes 1d6+Str modifier thunder damage. (Thunder)
It wouldn't have even extended the description much. However, they've chosen to instead, use unified keywords at the beginning of the power, and then uniformly refer to 'powers with the ______ keyword' throughout such keyword affected abilities.
Resistance and vulnerability don't, because both are related to damage types, and they aren't restricted to powers.
"For instance, a power that deals acid damage is an acid effect and thus has the acid keyword. A power that has the poison keyword might deal poison damage, or it might slow the target, immobilize the target, or
stun the target. But the poison keyword indicates that it’s a poison effect, and other rules in the game relate to that fact in different ways. Dwarves have a bonus to saving throws against poison effects, for example."
So, the keyword of a power, by definition, makes that power a _____ effect.
But then we come to "Resistance or Immunity to one keyword of a power does not protect against the power's other effects".
This is where we come to a strange crossroads. We have a paragraph that says, flat out, the effects of a power with Foo keyword are Foo effects, and then the paragraph two after states that 'other effects of the power are not Foo effects.'
That presents this logical construct:
All A are B. (all effects of a Foo Power are Foo effects)
All A that are not B are not B. (all other effects of a Foo Power are not Foo effects)
The only way for this to logically be true is if the carnality of the set "All A that are not B" is zero.
Also, damage-type keywords can, and -do- appear on some non-damaging powers. Ottiluke's Resilient Sphere (Wizard 15), One Way Barrier (War Wizard of Cormyr 12), Silversteel Veil (Swordmage 6) are examples of powers with the Force keyword that deal no damage. Force, however, is a damage-type keyword, therefore damage-type keywords are not restricted to damage effects -only-.