I honestly don't believe that you need that many at-will powers to make your choices intresting every round in a battle. Though I think that the burden of creating intresting choices partly lies with the DM using some kind of tactics for the enemies, requiring you to do some tactical movement to counter that.
On a related note: In my demoing sessions so far, the one thing that makes the battle stagnate a bit and turn into a boring grind is that the enemy has a hard time justifying letting the fighter attack them just to shift away from him.
One other thing to consider are the at-will abilties that everyone effectively has.
Grapple
Basic Feature
At-Will
Standard Action Melee touch
Attack: Strength vs. Reflex
Hit: Target is immobilized an everyone but you has a combat advantage against him. Both effects lasts until the target makes an Athletics check vs. your Fortitude defense or an Acrobatics check vs. your Reflex defense. Attempting a check is a move action.
Special: If you are still grabbing your target at the beginning of your next turn, you may perform a Strength attack vs. Reflex to slide him 1 square.
Though I'm not 100% sure that the above is correct, I know for certain that everyone can grapple as an at-will ability. There might also be Bull Rush, Trip and Disarm equivalents.
At this stage I really wouldn't be worried, except maybe fighting a dull solo monster at the lowest of levels.