Just a few comments for you to think about: My set bonus goal with any Illusion Controller is to get as much Recharge as possible to get as close to perma-PA as I can WITHOUT sacrificing the effectiveness of the character.
Your single target damage is pretty important. I build my Illusion characters for an attack chain of Blind-SW-APP Blast-SW. The goal is to kill foes before the Illusory Damage in SW heals back. You have no damage enhancement in Blind. My slotting for Blind is 4 Baz Gaze, the Acc/Dam and Dam/Mez Hami-O's.
If you aren't using the Unbreakable Constraint set in Blind, put 5 into Flash. This makes the power usable. Wtth full invisibility, you can run into the middle of a crowd of foes to Flash.
You skipped Deceive -- I LOVE Deceive. It is a control power that draws NO AGGRO, so you can step into the middle of a crowd, using full invisibility, and take out problem foes before they become a problem. You can even STACK Deceive to confuse Bosses, without drawing aggro. Deceive healers, and they will heal YOU. Deceive all kinds of foes with debuffs, and those debuffs are applied to the other side. 5 slot it with the Coercive Persuasion set for 10% Recharge, and the proc turns a single-target confuse into an occasional multi-target confuse.
I have even used Deceive to take out a problem group. Once I was the only survivor of a team wipe. While I waited for the team to come back from the Hospital, I used Deceive to wipe out the entire group that had wiped out my team, without drawing ANY aggro, just by making them fight each other.
While I love Sup Invis on other Illusion builds, here you can get full invis with Steamy Mist + Super Speed or a Stealth Proc. Plus Steamy Mist does a lot of other things, benefits the team and can take a -Knockdown proc if you want -- or my slotting is Luck of the Gambler Recharge, plus 5 Red Fortune. Personally, I like Steamy Mist + Super Speed since it allows me to use Hurricane for herding, by running around the outside of groups and pushing then towards the rest of the team into the "kill zone." A Jet Pack lets me fly when I need to. You have to go into the Speed Pool for Hasten anyway.
Instead of Hover, consider Combat Jumping -- great mule for Luck of the Gambler Recharge, plus it has - Immobilize and better jumping for almost no endurance.
I'm not a fan of the Fighting Pool on Controllers -- I feel my job is to control foes, not be a tank. If I build correctly, the PA will be drawing aggro, not me. Thus, I don't take the Fighting Pool and I feel it is more important to build for Recharge, not Defense. (Sure, I may faceplant every now and then, but it is pretty rare. I can usually run away before faceplanting.) As a result, I often do not 6-slot when the 6th slot is a defense bonus. That saves slots for other powers.
Without the Fighting Pool, you can take O2 Boost, which is handy to heal up Phantasm as well as teammates. It also has some other benefits, and can be slotted with Doctored Wounds (5% Recharge for 5), or (8.75% Recharge for 6) Preventative Medicine.
Freezing Rain does very little damage -- I think you get more damage by slotting up a bunch of procs than slotting for damage. The Achilles Heel Chance for Resistance Debuff is most important, then a Recharge and up to 4 Damage procs.
For Phantom Army, the top priority is Recharge, so I use 4 Expedient Reinforcement (Acc/Dam, plus the 3 with Recharge), then a generic Recharge -- that caps Recharge AND gives a Recharge bonus. If you want to cap Damage, add a generic Damage, Damage from Blood Mandate, or best -- an Acc/Dam Hami-O.
Spectral Terror can get by with 5 rather than 6.
On an Ill/Storm, I skip Thunderclap -- it is a mag 2 PBAoE, not all that useful unless you have another Stun (like Fire, Dark and Earth) for stacking mag.
Phantasm can go for 4 Expedient Reinforcement, too, plus a Dam and Chance for Build Up from Soulbound
That Knockback to Knockdown proc makes Tornado a damage machine. Slot up for Recharge bonus after that proc.
For Lightning Storm, 5 Decimation give 6.25% Recharge.
As for the APP set, I prefer Fire or Ice, as they have fast recharging blasts making them perfect for an attack chain of Blind-SW-Blast-SW. Since your other damage is Psi (which is resisted by Robots), I like a different damage type. Fire has a Resistance shield, while Ice has a Defense Shield. Fire does a little more damage, and has FIREBALL to help your AoE damage. Again, slot for Recharge.
If you were taking Hover to combine with Teleport, why not go with Mystic Flight, with a built-in Teleport? That's lets you free up a power choice.