Hmm, this reminds me of the time we fought a necromancer who kept bringing back the skeletal knights, we took them down, he brought them back. When I realized he could only do the effect in a burst 10, I picked up the skeleton corpse (after the rogue killed it again), ran as far away as I could, and shot putted the skeleton. The DM said make an athletics check and divide by 5, that's how many squares. I rolled a 27, and the corpse flew about 5 squares, well out of resurrection range.
I think it's more fun to figure this stuff out on the fly, then trying to build rules for it.
Torch 4 squares down a hall, you just do it. No roll needed really, unless there are some flammables down the hall the PC is trying to avoid. Then maybe a Dex or Str check with easy DC.
Grappling hook 8 squares up? That'll need a great arm and superb technique. I'd allow Athletics, Dungeoneering, or Thievery (may allow Nature check for a mountaineer, or Streetwise for a city rat just because). 2 squares seems trivial (most anyone can do it in 1 try), 3 squares easy, 4 average (takes a couple tries), 5 hard (takes more than a couple tries). Add +4 to DC for each square beyond that. Maybe that's too realistic. We're talking D&D characters here, so you could increase that to 4 squares easy, 6 average, 8 hard, +4 to DC for every 2 squares beyond 8. Superheroes always make it look easy.