First a disclaimer: I played CoH as a kid when it was released in retail, up to around when CoV came out. I also played a bit on Homecoming some years ago, and am just now getting back into it. I'm a very casual player and have never really played past level 30ish content. I don't think any of this is OP or game-breaking, but I don't know what end-game stuff looks like.
Unlike(?) many players, I like leveling very slowly and spamming door missions. However, I hateeeee getting lost in caves or wandering all over the multiple floors of a labyrinthine office, trying to find the last hostage or whatever. Sometimes when you get near the end of a mission the map will show you where the last bit is, but not always or not all objectives. I think it'd be neat to have a supplementary ability set that helps you find this stuff. I'm not sure if these suggestions are even technically possible within the game client, but I'm thinking of a "Clarsentience" type power pool for this purpose, with abilities like:
Clairvoyance (lvl 4) - Fully reveals the current floor's or zone's map, so that it appears completely explored.
Read Auras (lvl 4) - When this power is used, the player can select "allies," "objects," or any enemy group they've encountered (Trolls, Skulls...). All NPC's or things belonging to that group are shown on the current map, using the existing symbols we currently sometimes get in an instance (green/red arrows, that white splat thing...). Only one group can be "read" at a time, so subsequent uses on the same map would remove the previous icon set. If the map has unrevealed areas, the symbols would appear over the blacked out area/s. The symbols aren't labelled, so you don't necessarily know which red arrow is the boss, for example. Though combined with Clairvoyance it would often be easy to guess where your destination is.
The main use of this power is to help locate what you need to complete a mission, especially when you're lost and have already cleared most of a place out. It could also be used outside to find find enemies for hunt missions.
Remote Viewing (lvl 4) - The player selects a revealed point on the map and projects an intangible copy of their character to it. The projection cannot be detected or harmed, cannot move, and cannot use abilities (but can look around). During this time, the actual character remains in place and can be seen or attacked. This would work like the "Far Sight" Shaman ability from WoW, but the range is either very far or limited only by the revealed portion of the map. Attempting to use any power, inspiration, etc. breaks the remote view. The purpose of this power is for scouting and as a companion to the power set's travel power:
Astral Jaunt (lvl 14) - Travel power. The character traverses the astral plane to instantly teleport from their current location to any location they can see. This can be used through Remote Viewing. (Using the ability while Remote Viewing transports the character then breaks the remote view.)
This should have a high endurance cost and recharge (maybe 5 minutes), otherwise it would be the fastest travel power by far out in the shared world. It's additionally balanced against other travel powers by being somewhat dependent on Remote Viewing, and a second tier power pool ability (level 14, requires 2 other powers).
Without the ability to Remote View, this would essentially work like the standard Teleport travel power, but with a higher cost and cool down. Its primary purpose is to be combined with Remote Viewing to jump across instanced missions. The high cool down would limit exploitation since most instances have multiple maps/floors.
Future Sight (lvl 14) - Toggle power similar to precognition. The character peers into the immediate future and grants defense buffs to themself and their teammates in a close radius. This is kind of a throwaway slot, but the other four already cover what I'm trying to accomplish and I feel like every set has some combat ability in it. The benefit here should be at least kind of appealing since it's a second-tier ability.
Ultimately what I'm thinking about is something to make soloing/small group leveling missions a little less frustrating. The primary powers can be used together to get you to the end of some missions quickly (Clairvoyance to reveal the floor's map, Reveal Auras/Remote View to try to find the area you need to get to, Astral Jaunt+Remote View to get there). In other cases Remote Viewing everywhere trying to find the objective from the start might be tedious. I don't feel like this is too different from how people use stealth to get through things now, but where it really shines is when you get stuck wandering around lost.
I've also considered that needing to learn multiple abilities to get the full benefit might be too limiting. As an alternative, Clairvoyance could also incorporate the Read Auras effect, and the 2nd power slot could be filled with another combat power.