I should be able to do something like that relatively easily.
My only concern is that the mechanics of the power are getting lost in the text.
Ideas:
Range: As on the power cards, this indicates the range of the power associated with the item. Obviously, we’ll need a null option for items without a power.
Action: As on the power cards, this indicates the type of action the power associated with the item takes to use.
Power Frequency: Change the color of the top border to represent this. The bottom border and the boxes down the side stay the item gold (providing a strong visual cue that this is an item). Healing surge power items would use the recharge color while items without powers would use the standard gold.
Item Slot/Type: Put this where the Source icon goes on the power cards. Use icons.
Enhancement Bonus: Put this where Attack goes on the power cards.
Critical: Put this were Defense goes on the power cards.
Properties: These go in the main rules text field, which is in the same spot as on the power cards.
Flavor Text: Same field and spot as on the power cards.
Item Value: Put this in the upper right hand corner where class/race is on the power cards
Item Level: Put this in the upper right hand corner where type and level are on the power cards.
Power mechanics: Those not mentioned above go in the main rules text below the item’s properties.
As for the items with two powers, I think we’re better off ignoring them for now. Their at-will power is just as easily expressed as a property (when you attack with this weapon you may decide to deal fire/cold/lightning damage instead of regular damage) and we can thus focus on their other power as the important one.
Also, I see what you were saying in the other thread about the orange in the circle looking bad.

