Racial

Changeling

Chameleon (EPG,Changling)

The best use of this is to grab Rain of Blows without having to have a high Dexterity or Strength... but now you've got to have a high Charisma. I'm going to assume you've MCd to Sorc or Bard to make use of that Charisma. If you're doing this, make sure one team mate is a fighter (for Rain of Blows) and another is a Bravelord for the Kord PP's daily.

Deva

Ancestral Incarnate (PHB2,Deva)

The reuse a power ability is still great. The daily power is a silly amount of healing if there are minions on the board, and another feature that's enough to make you take up Ritual Casting. But only the AP feature is something that would make a great striker PP.

Dwarf

Firstborn of Moradin (PHB2,Dwarf)

The survivability is good, and the powers are good, but you have to pump strength to use them.

Elf

Twilight Guardian (PHB2,Elf)

Weak. The Daily is a nicer control power than Entangle, but you're supposed to be a striker.

Darkening Blade (D382,Elf,Dusk Elf Stealth)

Not in the same league as Darkstrider or Shadow-Killer . The AP feature gives you a good approach for your NOVA turn. I'm not quite sure how the darkvision bit works, given that you typically have total concealment from a specific creature. (I expect it's supposed to be "when you're in complete darkness, you have darkvision), and the 16th level feature is pretty bad, actually (too many monsters can immobilize on OAs) and the 20th level power will keep your target from moving away from you. The 16th level feature makes a nice +Striker feature for Martyrs, but since nothing else in the path calls to them, I don't see too many taking it.

Githzerai

Rrathmal (D378,Githzerai)

The u12 really helps you isolate someone off to the side, the d20 is godly for a party with good tactics ( everyone's first attack of each round hits, assuming people know to chain effects? Wow. ). The features are decent... The only bad part is the e11, which has too high an opportunity cost for too low a payout. (Just At-Will is too low a payout for a wasted standard action). But since you no longer need to take Danger Sense, you can take Reserve Maneuver instead.

Storvakal (D378,Githzerai)

The e11 rocks (even if you miss all enemies, you still get to move all allies. And you shouldn't miss all enemies), and one of the 11th level features reads "Power Attack for free"... but the Flavor is off, the AP feature is usually useless (the saves you need to make are the ones that prevent you from spending action points), the f16 is going to be forgotten each time it would come up, and the d20 is ridiculously conditional. But did I mention "Power Attack for Free"?

Goliath

Stoneblessed (PHB2,Goliath)

Mountain Crush goes great with Bloodiron, and you're obviously a Crit Fisherman going Barbarian anyway. I only think I'd try this for games that start at high level, and I'd treat Str+Con as my only two stats.

Half-Elf

Half-Elf Polymath (D385,Half-Elf)

Assuming Twin Strike is your Dilettante Power, the e11 is also known as "shots on the run", a good ranger daily power. So that's pretty nice. But there isn't a great 2nd at-will you'd want to poach (the melee-backup power for laser clerics from the same Dragon issue? Chuck&Charge?), and the compilation nerfed the action point feature beyond recognition.

Half-Orc

Bloodfury Savage (PHB2,Half-Orc)

All the features are good, the powers are all good. And you don't even have to bump strength to use them.

Mighty Judge (D386,Half-Orc)

Your real 16th level feature just frees up a feat. That's all. Furious Judgement is a trap (trade 10 damage for 6.5 or 7 damage? Srsly?) The u12 is pretty lame, and the d20 is really just an encounter-long mark plus a 4{W} power. But Overpowering Retribution is a sweet sweet power. Interrupt attack, that usually negates an attack (PCs do more damage than monsters, especially Striker PCs), and might give a buff.

Human

Adroit Explorer (PHB2,Human)

A lot of your best encounter powers come at low levels ( Fury's Advance , Relentless Stride , Sequestering Strike , Inexorable Pursuit , Splinter the Formation ), so another dose of that is quite alright. The AP feature is nice, and having two action points to start the day means you'll have one for every combat in most games. Nothing great, but nice. And the d20 is hobbled by the same factors that make the e11 great: your best encounter powers are frequently the off-action ones, so using it as a daily immediate won't usually work out that well. So while I think it's a nice package, it doesn't close the deal with me.

Revenant

Avenging Haunt (D376,Revenant)

Phasing on an action point seems great to me, and staying conscious until negative bloodied is great, even if you are dazed for the time. Because the powers require physical stats, only Ninjas, Chasers, or Fishermen need apply.

Shadar-Kai

Abiding Reaper (D372,Shadar-Kai)

The best effect is Blood Calling: Combat Advantage for the last half (er, third) of each creatures life. That's not enough to make it interesting.

Doomspeaker (D372,Shadar-Kai)

A trashtalker PP is awesome, but this one assumes you're a charisma rogue.

Shifter

Moonstalker (PHB2,Shifter)

Amazing mobility. You also get a lot of bonus damage against prone, so use a Staggering or Tyrant's weapon, or wear Assault Boots. Also check out the discussion of Gauntlets of Brutality .

Bloodfury Hunter

The most straight forward Pitfighter replacement for the Builder-Beige Shifter Avenger who got hit by the update. Unleash the beast is an encounter power that can last quite a while. And it gives you Wis_Mod to damage. And then on an action point, you get Wis_Mod to damage, including minor actions. That will usually be better for you than the old Extra Damage Action. The bad news is the other two powers use Str to make melee attacks and offer nothing special, but Reserve Maneuver fixes one of those.

Tiefling

Turathi Highborn (PHB2,Tiefling)

The Frenzy would be awesome, but you would then have to care about Charisma. And you don't have the space for that.