You should have taken a look at Energy Manipulation as a secondary. Yes, it was loaded with melee attacks, but your tier-1 attack was a punch with a sizeable knockback -- useful for re-establishing distance, particularly when slotted a bit for knockback -- and the tier-9 was a similar emergency fallback to use when a mob got too close. Between them, though, was the gem of the set: Boost Range. With a single Recharge SO, it was essentially perma out of the box. With a few sets of Positron's Blast for the 16% range bump and the opportunity to slot the under-desired Dmg/Rng HOs -- my AR/EM/Mun Blaster slotted LRM Missile with three Dmg/Rng HOs, two Acc IOs, and a Rch IO, and with Boost Range running could deliver AoE fun out past the range where you could see the effects, and a Snipe slotted with Positron's Blast, with Boost Range up will hit from far enough away that you almost always have time for a second shot before your target even reacts.
Yea it really wasnt enough. It's nice that there's a useful power or two in the secondaries but they never felt like full sets to me (barring devices and to a lesser extent mental manipulation). One or two useful powers just made me take a step back and see I was drowning in pool power picks because I wanted virtually nothing from the secondaries I had available. Martial COmbat was the first breath of fresh air since mental.
Here's what I saw as useful in the secondaries. If I don't list it, its not useful to me and my style of play.
Energy: Build Up, Power Boost
Darkness: Penumbral Grasp, Dark Pit
Devices: Web Grenade, Caltrops, Targeting Drone, Cloaking Device, Smoke Grenade, Trip Mine, Gun Drone
Electric: Electric Fence, Build Up, Lightning Clap, Power Sink, Shocking Grasp
Fire: Ring of Fire, Build Up, Consume
Ice: Chillblain, Build Up, Ice Patch, Freezing Touch
Mental: Subdual, Psychic Scream, Concentration, Drain Psyche, World of Confusion, Scare
Martial: Ki Push, Reach for the Limit, Burst of Speed, Reaction Time, Inner Will, Throw Sand