As I got no replies on my first post, I took it as a failure and rethought my ideas after perusing some forum posts. My suggestions are open to comment and feedback by all means. I figure Harper tree already has INT to hit/dmg and I don't agree w/CHA to hit/dmg w/out divine involvement - just me - so didn't include it in my work up here.
The touch spells are few in DDO, so I selected what was available (and when I think Spellsword, I think of Beowulf from Final Fantasy Tactics...)
My opinion of Eldritch Knight take 2 - still too weak/missing the mark or on the right track?
(Forgive the shorthand):
Eldritch Knight
Core:
1.(1) Eldritch Strike (as EK but 5sp, 6sec cooldown ), 0.5 Universal Sp Power per pt, -5% ASF per core.
2.(3) Light Armour prof., +5 PRR & MRR
3.(6) Ghost Touch, +5 Melee Power, +10 Univ. Sp.Power
4.(12) Medium Armour prof., +10 PRR & MRR
5.(18) Eldritch Sword (as AA Shadow Arrows but D/strike). Passive: +1 competence to Critical Dmg Multiplier.
6.(20) Eldritch Master: +2 (Choose- CHA or INT and DEX or STR) 10% D/Strike, +10 Melee Power, +20 Univ. Sp. Power
Tier 1
1. Imp.Mage Armour (as EK)
2. Toughness (as EK)
3. Elemental Sword (as AA Ele Arrows, incl Force option- 1d8 scaling w/Sp. Power)
4. Wand and Scroll Mastery (as EK)
5. Battle Mage (as EK)
Tier 2
1. Imp. Shield (as EK)
2. Martial Training (2AP, Martial Weap. Prof., T1-3 +1 hit/dmg)
3. Elemental Sword II (as AA Elemental Arrows II) Or choose: Spell Sword I: -25sp total whilst active- Shocking Grasp or Chill Touch spell delivered via sword, procs 15secs. (DC 10+Caster Modifier CHA/INT+bonuses)
4. Defense Training I (2AP): -5% ASF & Choose: General Shield Proficiency
OR Orb Defense: +2 Orb Bonus and +4 MRR
OR 3% Glancing Blows and +4 PRR
5. Action Boost: Melee Power or Attack Speed Boost T1-3.
Tier 3
1. Arcane Barrier (as EK)
2. Crit. Mastery +1/2/3 (2AP as Kensai- confirm and dmg)
3. Elemental Sword III (as AA Elemental Arrows III)
4. Eldritch Magic (as AA Soul Magic)
5. Stat (CHA/INT/DEX/STR)
Tier 4
1. Defense Training II (2AP, requires Defense Training 1): -5% ASF & Choose: Armour Mastery- +2 Armour and +2 Max Dex bonus.
OR +4 Orb Bonus and +6 MRR,
OR +6% Glancing and +6 PRR
2. Haste Spell sla - Cost 20/15/10sp. Metamagics no cost.
3. Elemental Arrow IV (as AA Elemental Arrows IV) Or choose: Spell Sword II: -25sp total whilst active (Cumulative -50sp total)- Touch of Idiocy or Ghoul Touch spell delivered via sword, procs 25secs. (DC 10+ Caster Modifier CHA/INT +bonuses)
4. (Choose 1- 2AP) Eschew Materials, Extend Spell, or Still Spell -10% ASF.
5. Stat (CHA/INT/DEX/STR)
Tier 5
1. Tenser's Transformation (as EK)
2. Eldritch Power (2AP) Any weapon you wield is an Implement in your hand. +10 Melee Power, +10 Univ. Sp. Power, and 10% D/Strike.
3. Imp.Elemental Sword (as AA Imp.Ele Arrows)
4. Eldritch Armour (2AP)- 10%/20%/30% Chance on Being Hit: 1d6 per Sorc/Wiz lvl forceburst 30ft range, and
knocks triggering attacker down. Works on Ranged and Melee attack. (Activation Cost: 30/20/10sp. Cooldown: 45/30/20 secs)
5. Metalline Sword (2AP as Occult Slayer, incl. +1 Critical Threat Range.)