Lightly armored spear-wielding skirmisher
Slayer, built with leather or hide armor using a spear. Plenty of fighter feats are focused around spears and polearms. Alternatively, barbarian, assassin, druid, ranger, shaman, warlord, avenger, monk, and maybe even bard.
Beast Master ranger is probably the best, though you'd have to play a gnome or halfling for their small size to ride a normal size wolf. However there are ways by paragon tier to get a human that can ride wolves. Sentinel druid also works here; I made a very effective gnome druid that rode around on a wolf.
Also, just take the Fey Beast Trainer theme, reflavor the beast as a large wolf, and take the mounted combat feat.
This isn't a class, but I'll still give you a concept: Elementalist Sorcerer. There's even a build that's entirely built around manipulating water. Yeah, its not a divine class, but "priest" isn't a class, as I said. Its a theme. A hook. Your elementalist sorcerer in this case is more of a priest than a cleric would be (but that's a rant for later). Alternatively, monk could work (lots of forced movement could be reflavored as manipulating water, or moving like water, whatever). If you REALLY need a divine class, a cleric of Melora will do (but don't expect water-based attacks, its a freakin' cleric) or invoker would do. Just say its a cleric of an ocean god.
The issue with these concepts is that they're not classes. They're ideas. Classes define exactly WHAT you do. Defenders defend, Leaders lead, Controllers control, and Strikers strike. HOW you do that is not specific to a class. What role do you want your lightly armored skirmisher to fill? There are classes that'll match that concept in all four roles, and that range over every power source.
Your last two concepts are trickier as they're more niche. But they're still doable.
Now to bring the conversation back to the OP's topic, this is something I absolutely
love about 4e, and is a very strong opposition point to those who say "4e railroads classes into certain roles!". You just reply "then play the same concept with a different class", or "then don't play like a <insert undesired role>". This is all to show that I'm a huge 4e fan, and will be after 5e comes out.
What I would like to see gone, though, that's easy:
* Feat taxes. I've already done away with these in my games.
* Un-inspiring magic items. I make my own items now, and use inherent bonuses.
* Hyper-focused classes. The seeker is probably the best example of this. Its one thing, and one thing only, ever and always.
* Diverse, bloated classes. The wizard, and all 15 version of it. I understand its to have a single list of wizard spells, and not separate lists, so the solution is to just have universal spell lists to begin with.
* Player entitlement. Yes yes, I know this isn't a mechanic, though I feel like with the codification of all rules (don't get me wrong, I strongly agree with keeping rules transparent), players begin to feel like if the DM makes any snap decisions that aren't RAW, players whine.
The biggest example of this I see is that during combats with big, important NPCs and villains. I should be allowed to make minor changes to stats and monster sheets to make a better challenge (read: fun). Though everytime I do something like this, players cry foul. "Why can he do so more damage with the same weapon I'm using, that's not fair!" I don't mean to give DMs license to be dicks (dick DMs will do that no matter what).
To be honest, I have no idea how to go about doing that; but that's why I pay Wizards to think.
Admittedly, I don't have the character builder. But to build a lot of core 3e and 2e concepts, you seriously need to dumpster dive through books just to build something like "necromancer," "poisoner" or "shapeshifter". All of which could at least be constructed in 3e's core rules.
Necromancer can be done with some reflavoring with the Shaman in PHB 2, and, again, is a concept that can be better applied with out-of-class mechanics (rituals, feats, etc), though I'll admit that Wizards screwed up with the 4e necromancer.
Poisoner can be done with the Assassin and its different builds. Again, another concept better suited to non-class features (a normal rogue can create poisons and apply them to weapons).
Shapeshifter is entirely in the original druid's territory, though the Warden kind of has a little bit of that theme, and the Barbarian could be tweaked to fit as well.