I'm not against the idea of page 42ing combat; I've been doing that for ages. I just feel that using the power mechanics for that is like killing flies with a sledgehammer; it's tiring and you fail a lot. I don't think most players would prefer if you make up a fireplace's damage on the fly, saving time, to have you search for the "correct" power wherever you placed it, even if it means all fireplaces will dead 2d6 damage instead of sometimes 2d6 and others 2d8
I don´t think players will not notice which method you need. But having some standard effects in a table is not more time consuming than looking up a number at a table.
Page 42 itself was too fiddly if you want to see it that way. the new damage expressions in essentials are actually a lot faster to use. My only grief are the DC´s that change from level to level in a seemingly random way (no, it is not random, but actually calculated)...
all in all, the skill system could is broken (+1/2 level does not let it catch up with defenses, as it was intended... see escape rules, and attribute checks do also scale with level... a wizard breaking down a door...
the new DCs mend it mostly, but you need to consult a table... which is not that convenient...
terrain powers are a nice toolbox, as are monster template... but you should rather see them as examples, so that you can make up anything on the fly (as it is even suggested in the article).
The most important thing (also mentioned in the article) is, that terrain powers remind players, that their class powers are not everything you can do, and should not be seen as a limit. These are powers that your character can pull off regularily, where other characters need the right terrain to pull up a stunt...
e.g.:
Anyone can pull on a rag to trip someone... you don´t need a rag to trip someone...