I play a lvl 38 kinetics/electric defender, and I've had a lot of unpleasant groups with illusion/x controllers. Sure, illusion has the most potential for damage early on, but the thing you aren't considering is it doesn't work that synergistically with kinetics. Phantom Army & Phastasm (and it's pets) all have knock back attacks. Most people look at that as a defensive perk but when you consider how badly it effects the efficency of fulcrum by spreading the mobs out... The two power sets just don't go together. You can't buff phantom army, and when I've tried to buff phantasm decoy's they suddenly die. Unless you were to take group teleport, it would be very difficult to bring the phantasms themselves into range to be buffed by fulcrum shift.
... So, basically... "I'm not drinking the kool-aid."
Earth powers work more synergistically with kinetics, the -def from all the immobilization, disorient, sleep, and hold powers mesh for more offense while increasing the chances of your kinetics powers of landing. The pets are more apt to get in close for fulcrum & transfusion while they don't knock them all over the place... The quicksand power will even let you run like a little girl from the (now slowed) bosses that you don't immediately lock down...
/em goes off to making 'troller toon called "Rolling Stone"