I don't really have any rational explanation for why I've decided to go through all the Kheldian powers and poke through City of Data to try and determine their origin and parallel. Though it's mostly been to satisfy my own curiosity, as well as to potentially locate possible bugs or imbalances that might have occurred somewhere along the way with a power getting patched in that powerset, but not in the Kheldian equivalent.
I've not looked at these in game, only on City of Data. There might be animation parallels that I've missed. But for the most part I'm going to be looking at the numbers and babbling on about comparisons and inconsistencies in relation to other, similarly themed sets.
Peacebringers
For the most part Peacebringers have acquired their powers from Energy Blast, Radiation Blast, Energy Melee, Regeneration, a handful of Power Pools, and a few odd outliers. Luminous Blast is for the most part a Defender/Blaster ranged set that's been allowed to grow a bit too big for its britches in comparison to other blast sets. As a result it has a variety of blasts at various damage scales, whereas most Blast sets only have a handful.
Luminous Blast
As mentioned, Luminous Blast is a blast set for the most part. Its powers are essentially copies of Radiation and Energy blast, with a few additional powers put in. Luminous Blast is more similar to Radiation than it is to Energy, as all of its attack powers deliver a -DEF effect, while only a handful sport the knocking ability.
Level 1
Gleaming Bolt = Neutrino Bolt
Glinting Eye = X-Ray Beam
Essentially straight ports for the most part with the damage and recharge.
Level 2
Gleaming Blast = Power Blast
Not quite a straight port, as the Smashing/Energy mix has been converted into straight up Energy damage. It keeps the KB potential of Power Blast, but oddly, perhaps due to the damage type conversion and addition of -DEF, does so at a reduced rate. 10% as opposed to Power Blast's 30. It might be something worth looking in to.
Level 6
Bright Nova
-Bolt = Neutrino Bolt
-Blast = Power Blast
-Scatter = Energy Torrent
-Detonation = Explosive Blast
Bright Nova caused me a little bit of trouble when I was poking around City of Data looking for power parallels. It took me a good ten minutes to notice that all its power had an additional range of 20 feet tacked on to the original.
All of the Nova powers have a parallel elsewhere in the Luminous Blast set. They have essentially the same name, with the exception that they have Bright Nova as the start of the name, and of course the animations are for the squiddie model. So essentially the same comments made on their individual entries are going to be the same as they are here. :P
Radiant Strike = (???)
Radiant Strike is the deranged mutant lovechild of Air Superiority and War Mace's Clobber conceived in Energy Melee's living room. It has identical damage/endurance/recharge/knockback magnitude to Clobber, but with the knock up replaced with knockback and the chance for it reduced to 60% from 75%. That might be due to it gaining the trademark -Def of the Peacebringer, as well as a -Fly component. Unlike its two purely Smashing parents, it's split between Smashing and Energy damage.
Though I recall that War Mace got a makeover awhile back, so having the parallels between this and Jawbreaker might be coincidental.
Level 8
Proton Scatter = Energy Torrent
Well, not quite. It has the same everything as Energy Torrent, except the fact that it's missing its knockback entirely. Like the other power taken from Energy Blast thus far, it’s entirely Energy damage. I'm not saying that we should send out a searching party for Proton Scatter (and its twin Bright Nova Scatter), but it seems a bit odd to have Energy Torrent in everything but KB. KB seems to be applied rather haphazardly with Peacebringer powers. Proton Scatter has it missing, Luminous Blast has it greatly reduced, but Luminous Detonation went and kept it around and changed it all to Energy damage to boot.
Level 12
Build Up = Build Up
Plain ol' melee set Build Up. Nothing to write home about.
Luminous Detonation = Explosive Blast
Essentially identical to Energy Blast's Explosive blast, with the exception of all the damage made into Energy, rather than a smashing/lethal mix, and the Peacebringer -DEF debuff. As I mentioned, ports from Energy Blast seem to retain their KB with some inconsistency. This one keeps it, Proton Scatter loses it, Gleaming Blast has it cut by 2/3rds.
Level 18
Incandescent Strike = Total Focus
Radiant Strike's bigger brother. Though this time Energy Melee kept it in house. What we have here is essentially Total Focus, Energy Melee's big, bad Tier 9 power available in the late teens. Just about everything is Total Focus, though for some reason the damage here is weighted more towards Smashing than Total Focus. City of Data says TF deals 1 Smashing and 2.56 Energy, while IS here deals 1.56 Smashing and 2 Energy. A bit odd considering the focus of this set being on Energy. IS also replaces TF's Stun with a suite of effects: -Fly, -DEF, Knockdown, and a Hold. I suppose that might be why things are shifted to have more damage in the more resisted type.
Pulsar = Thunder Clap
This is Thunder Clap, except made worse. For some reason it has a 20 foot radius instead of 25 feet, and costs half again as much (it costs 15.6, rather than 10.4), and it's animation time is longer.
Level 26
Glowing Touch = Heal Other
Essentially identical save for what City of Data reports as its range: 30 feet as opposed to 80 for EVERY other Ally heal in the game with the exception of Aid Other (which is 25). Just looking at the numbers that seems like a bit of an oddity, considering all the Heal Other clones (O2 Boost, Soothe, Cauterize) are all at 80 feet. Yes, Peacebringers at not t3h h34lz0r, but it seems silly to limit it to that distance.
Solar Flare = Foot Stomp
Have you no shame, Peacebringers? First you go and steal Energy Melee's Tier 9 attack, and now here you are robbing Super Strength of its crown jewel as well. For shame. Then again Solar Flare isn't QUITE Foot Stomp. After all, it has the -Def, after all, and a rather hefty amount of Knockback, whereas Footstomp just did knockdown. Maybe this power sucked the KB out of Gleaming Blast and Proton Scatter, like some sort of Knockback vampire. In the dead of night Solar Flare rises from its coffin in search of poorly built Forcefielders on which to feed...
Level 32
Photon Seekers = Seeker Drones
Well, except that they're on steroids. The Photon Seekers deal a HECK of a lot more damage. And there are three of them instead of 2. Makes sense that they'd deal much more damage, as this is a damage focused set.
Also I've been informed that Photon Seekers pre-date Seeker Drones. So apparently Seeker Drones are Photon Seekers exposed to Kryptonite.
Dawn Strike = Nova
Essentially identical, except for the -DEF, the total conversion over to Energy Damage, and the fact that it's -1 magnitude of Recovery, rather than Nova's -10. That might be a decimal shift. If it is, please don't lynch me, Kheldian players. Or lay eggs in my ears. Or my esophagus. Or whatever it is you do.
Luminous Aura
Seeing as the Aura powers aren't particularly quantifiable in comparison to attacks I'm putting them into groups, rather than sorting them by level. With clones of Conserve Power and Power Surge, as well as three shield toggles and an autopower, it seems that Luminous Aura is proto-Electric Armor (which used to have Conserve Power, remember) with the heal-based bits of Regeneration thrown in.
Damage Resistance
Incandescence = ???
Incandescence is essentially the worst of all the defensive set autopowers. The closest one is Stone Skin from Stone Armor (and its clone Energy Aura's Dampening Field), but that's against the two most common damage types. The two next worst, Resist Physical Damage from Invuln, and Temperature Protection from Fiery Aura give a debuff resistance type in addition to the two kind of damage they protect against. Shields' True Grit protects against 5 damage types, and gives an HP boost (though it comes later), Willpower's High Pain Tolerance is also an HP boost and protects against EVERYTHING. Electric Armor's in half of it's Mez protection. All three of the Arachnos Soldier Armor autopowers include some sort of Mez protection as well, and two of the three can be taken in concert for ever more protection.
So yeah, every single defensive set with Resistance and part of its primary protection takes this power into an alley and robs it of its lunch money every day. All the other powers are better, and all but one provide something other than bare bones +Res, and the one that does grants a far more useful and common DR type.
Shining Shield
Thermal Shield
Quantum Shield
Ick. These are ick. Serious, these are really ick. Kheldians have their shields spread out like Stone Armor, but with more suck. Good thing there are so many primary powers to take. :P
Dark Melee has three +Res toggles and it's a Res based set. Dark Embrace protects against 4 types, Murky Cloud protects against 4 types and Endurance/Recovery drain, and Obsidian Shield has a huge amount of Psi res, plus Mez protection.
Electric Armor has three +Res toggles, is a Res based set, and also has a +Res autopower that doesn't suck. Charged Armor protects against 3 types to a high degree (20% more than most sets get), Conductive Shield protects against 3 to a high degree and 1 to a low degree (Negative Energy it's 'weakness'), and Static Shield is half of its Mez resistance plus a high degree of Psi protection. Ground also gives a small amount of resistance to two energy types, and couples with Static Shield to provide almost perfect Mez resistance.
Fire is probably the closest to what Kheldians have, since they lose out on a great deal of Mez protection, have their second shield delayed until level 16, and are reliant on their heal. Fire Shield provides resistance against 3 types of damage, and has one type of Mez protection. Plasma Shield also has 3, with Fire overlapping and provides more Mex protection. Temperature Protection is widely regarded as the worst autopower due to Fire damage being capped or nearly so with good slotting in the two shields, and Cold damage being almost never seen. Even then, the autopower has Slow/-Rech resistance, due to it being very reliant upon its heal.
Yes, Khelds get Dwarf Form and all its quasi-tankness. But you lose out on Damage a bit with Dwarf Form, plus you lose the vast majority of your powers. None of the other AT's in the game have to give up their powers for survivability. The ranged+armor dreaded Tankmage thing is also not a problem, considering the VEAT's get Mez protection and don't have to spend 3 powers on getting their defenses up to snuff. Nor do they detoggle when they activate their mez protection. Nor do they
Light Form = Unstoppable
Essentially a straight over port with some flashy effects added. Electric Armor's Power Surge is also almost identical to this, but it has a Hold, and of course different flashy effects. There is mez protection here, but it comes coupled with both an absolutely massive Recharge time, as well as a pretty big crash at the end.
Heals
Essence Boost = Dull Pain
Reform Essence = Reconstruction
Restore Essence = Revive
Essentially port-overs from Regeneration, with the Toxic resistance moved to the Dull Pain clone, rather than the Reconstruction clone.
Dwarf Form
White Dwarf
-Strike = ???
-Smite = Barrage
-Flare = ???
-Sublimation = Reconstruction
-Step = Teleport Self
-Antagonize = Provoke
Strike doesn't have an energy set parallel. It seems to be a Charged Brawl/Shadow Punch level Energy Melee attack with the -DEF added and the Knockback picked up somewhere along the way.
Smite is a beefed up Barrage with -Fly, -DEF, and Knockback added in.
Flare is a bit of an oddity; it has Foot Stomp's range and KB effect, but Clobber/Spine Burst's Recharge and Endurance Cost. Not sure what the formulas say, but the damage here might need to be higher.
In general it seems a bit odd that while Nova form has its four attack powers in perfect parallel with existing PB attacks, none of the three damaging powers White Dwarf gets have a direct parallel with the two melee attacks in the Luminous Blast set, though they do have similarities.
Leftovers
Group Energy Flight = Group Flight
Conserve Energy = Conserve Power
Quantum Flight = Phase Shift + Flight
Not much to say here, except that Conserve Energy is using the Endurance cost that Conserve Power has in the Energy Aura set, rather than the Ancillary Power Pool.