Gale: Do you especially want it to throw targets further? Otherwise, just put an Accuracy in it, and you're done. You pull out 4 slots, and put 1 of them into Fly with a Zephyr -KB IO, gaining 3 slots.
I know some people don't like knockback, but I actually do. It's an excellent defense against a mob of enemies that have gotten too close for comfort.
Jolting Chain: This is a decent AoE damage power if slotted right. Also, you don't want to slot it for Knockback, and turn the Knockdown into Knockback. I like mine slotted with 2-3 damage procs (Explosive Strike, Apocalypse, and Gladiator's if you want to spend the money). Then mix in Acc/Dam/Rech/End, or maybe the Devastation "Chance to Hold". The 7.5% Recharge is nice, but not worth turning a useful AoE damage power with Knockdown into a scattering Knockback power.
I didn't want it to be a damage power. This is a Controller, not a Dominator or Blaster, and I'm looking to lock down enemies first and foremost. You have, however, highlighted an area of concern of mine, and I can't seem to get a clear answer on this from either Mids or Paragon Wiki. I was under the impression that slotting Knockbacks here would actually enhance Knockdown ability. Have you personally used this power? I'd like to hear about this issue from someone who's actually used this power in-game. I would sacrifice the 7.5% recharge to put in a Chance for Hold, but the Knockdown is nice as well - unless that's something I can't enhance with IOs.
Snow Storm: Why slot it for Slow? The slot bonuses are not all that, and combined with this and Freezing Rain, the mobs are going to be slowed enough with just a bit of Slow slotting, and even that is wasted because you really should take Chain Fences and use that to prevent movement. Remember that Chain Fences does NOT prevent Knockdowns, and it sets up Containment for AoE. Plus does AoE damage.
Well...because I like to Slow enemies? As for Chain Fences, that's an Immobilize, and I regard Immobilize powers as junk - an Immobilized enemy can still shoot back just fine, so I avoid those powers. Hold them or Slow them, or don't even bother.
Freezing Rain: The main reason for this power is the -Res, not the Slow. This means that you want it up as often as possible. Take Chain Fences to keep the mobs in it, and slot it for 90% Recharge or more, and maybe a bit of End Reduction and Slow. I also like the Achilles Heel proc in it.
Disagree stongly, I used it for Slow. As for Rechange, it has a duration of 30 seconds and currently recharges faster than that, so that is up as often as possible. And again, for Chain Fences, I regard Immobilization as useless.
Hurricane: Change that last slot to the Recharge/Endurance IO. You still end up with over 100% End Red, and gain a nice 2% damage enhancement to all damaging powers.
Ok, gave this one a try in Mids...and yes, it's probably worth the change. It does increase the End Cost from 0.28s to 0.29s, but a 2% damage enhancement isn't bad for that.
Synaptic Overload: I would put in the last purple IO, getting 5% ranged defense is never a bad thing.
At present, I'm currently running thin on slots to be able to try this. If I can save on Jolting Chain above, however, that's not a bad idea.
Tornado: I don't see the need for such a great Range increase in it, I'd rather see more Recharge.
I love Range - I don't hang out where the action's going on, I hang back and support from a distance. Accordingly, I try to ensure a minimum range of 80' on all my distance powers. Tornado has base Range of 60', so I increased it.
RotP: I have never seen this get slotted. I think that the slots would be better used to avoid dying in the first place, such as by adding more slots in Fire Shield, putting the last slot into Paralyzing Blast (this and Coercive Persuasion would add +10% Ranged Defense), adding the Steadfast 3% Defense to either Steamy Mist or Fire Shield, etc.
If you don't slot it, you don't come back at full Health and Endurance. With 2 staight IO Heals and 2 straight IO End Mods, I come back very nearly all the way in both. Fire Shield has never impressed me - I used to use it all the time on my Fire Blaster, and it rarely seemed to make much a difference. Slotting a straight IO Disorient raises the Stun duration from 15.5 seconds to 23.39 seconds, which is a good deal of time to take out any corpse-camping enemies.
Oh, and if you're not going to add the Damage proc from the Controller ATIO set to Paralyzing Blast for the set bonus, add it to the single-target Hold, for a large damage increase.
For a Controller build, you seem to be highly focused on damage here, but again, that's not my priority. My teammates can handle dealing out the damage. I see my role as locking down enemies for my teammates to deal with.