This is less of an issue and more of a feature request and/or alternative to the current way you're making powers, which while thorough and very efficient, I feel it may end up being very overly-complex when it isn't necessary to be that way. If you dislike this idea, please feel free to completely ignore it or tell me why you don't like it so I can better understand your design goals for the system, but here's what I have thought up and kind of what I've been doing for my own game currently using the description tab almost exclusively.
So, this design idea happened when I accidentally discovered that, if you select information from the iplay4e website, such as a power's text output, and copy it, you can then paste it into the description box for foundry on your character sheet.
![iplay4e raw text](https://user-images.githubusercontent.com/66802180/109751133-72bff300-7ba3-11eb-97af-33a5bd50dd36.JPG)
There are some awkward formatting issues which makes this method alone not a good option.
![iplay4e raw paste into foundry](https://user-images.githubusercontent.com/66802180/109751166-82d7d280-7ba3-11eb-8165-2400a12e0799.JPG)
However after learning that this was possible to format the output with colors copied from outside of the website, I realized I could replicate it on my own by just brute fore copy and pasting things into the description box.
![modified iplay4e text in foundry](https://user-images.githubusercontent.com/66802180/109751188-8a977700-7ba3-11eb-9f75-16e158a1d6da.JPG)
As you can see, I fixed the odd spacing between "Standard" and "Action" and brought "Melee weapon" closer as well as fixed some bolding here and there. I also removed the level 11 and level 21 because that can be added back in at those levels, it's currently a waste of space. So, as you can see, this method outputs some very clean, nice looking "power cards" that will auto text-wrap for each user based on their screen and has a very "official" appearance while also being relatively easy to do.
Then all the user has to do in the "Details" tab is turn off/deselect EVERYTHING except for the following.
- "Action Type" because this allows it to display what kind of action it is on the character sheet for usability reasons.
- "Weapon Required" because the power's math below requires it to know what weapon to use.
- "Attack Roll Required?"/"Attack"/"Attack Formula" are all only required if you have an attack roll on the power, if so input it as normal. If not, simply uncheck "Attack Roll Required" to remove that button when using the power.
- "Damage Roll or Effect Line Required?"/Damage Formula"/"Critical Damage Formula" are all only needed if the power deals damage and needs to roll that damage. For static damage (such as minions), you can place it in the description output text, and for powers with no damage you simply (when fixed) uncheck the "Damage Roll or Effect Line Required?" box to disable all of these fields. (Currently you have to delete all text I these fields.
After you do this, you get some rather attractive looking power cards and roll outputs. (Using other powers as examples because I don't want to retype a lot of them.)
![glamshot](https://user-images.githubusercontent.com/66802180/109751209-97b46600-7ba3-11eb-9757-539d033d4a34.JPG)
Now, with all of that explanation out of the way, I have explained in a different issue post why I personally don't like how the different power "Entry lines" such as effect and range are tied to the attack and damage entries because it makes certain types of powers impossible to replicate without unnecessary button presses, and I am NOT trying to harp on that, I understand completely that this is not your job and that things take time, which is why I'm trying to make an alternative for you that is much faster to implement.
Currently, with no changes to the way lines are output, a power that has every single special line filled in will be input like this, and will output like the chat screenshot on the right.
![hard to understand](https://user-images.githubusercontent.com/66802180/109751231-a69b1880-7ba3-11eb-8e3c-643e2fbbe275.JPG)
However, if you implement all of the changes I suggested in the other post so that powers would be fully representable without any unnecessary button presses, your power card output would look something like this.
![a bit better](https://user-images.githubusercontent.com/66802180/109751252-af8bea00-7ba3-11eb-8f9b-69a9e8dd96d2.JPG)
But it still is a bit confusing, it's missing stuff like Trigger, Requirement and Keywords and even if done perfectly, I feel like having the work around I made just looks better with less effort on both the player's part and on yours while coding. So, to prevent you from spending a lot of time implementing all the possible variables and different options that a power could ever have, as well as rearranging where things are placed in the output blocks to allow for different types of powers to work, I think you'd save a lot of time by just implementing a new tab (or completely overhauling the "details" tab) that is just a simple "Fill in the box" word editor that, when all boxes are filled with the power's text, it will output similarly to what I have been doing with the description tab, and it will intelligently alternate between white and beige or just have a selection for background color.
You could intelligently auto populate some key choices that every power will have, such as standard action, minor action, move action, no action, immediate reaction, etc and you could add a selection for at-will, encounter, daily, recharge, passive/trait, etc. then just have all the other fields be stuff like "Keywords:", "Target(s):", "Range:", etc that the players or GM's would fill in themselves. Then whenever the power is clicked, it would just output all of that text into a power-block.
I have no idea how hard an overhaul like this would be to implement, but seeing as it's effectively just a text-string output, I imagine it'd be more simple to implement this than to try and incorporate every alteration for the other method you're using currently. Unless you are wanting to do the other method specifically so that, later on, you can start adding auto calculating math that takes keywords, resistances and vulnerabilities into account, but that's insane and I would be surprised if that's the end goal.