Whoops, my misteak for not being clear. That's what you get at Level 30, not Level 1.
I thought the chart in rule number six told you how many powers you got at each level. For instance, you got at level 10th, three sets of powers from Encounter Powers 7, 3, 1 for a total of 11. Three sets of powers from Daily Powers 9, 5, 1 for a total of fifteen powers and, three sets op powers from Utility Powers 10, 6, 2 for a total of eighteen powers. Each set of powers increases in power as you go up in each set in each power. Utility Powers for example, the 10, is less in power than the 6, which is less in power than the 2.
Nope, you got that wrong. It tells you how many powers you get at each level, and what level those powers can be. For instance, "at level 10th, three sets of powers from Encounter Powers 7, 3, 1 for a total of 11". That's not what it means. What it means is you have three Encounter Powers. One of them is 7th level, one of them is 3rd level, and one of them is 1st level.
So a Level 30 character has, at a minimum, the following: ENCOUNTER POWERS
1 Paragon Path Encounter Power
1 27th-Level Encounter Power
1 23rd-Level Encounter Power
1 17th-Level Encounter Power DAILY POWERS
1 Paragon Path Daily Power
1 29th-Level Daily Power
1 25th-Level Daily Power
1 19th-Level Daily Power UTILITY POWERS
1 Epic Destiny Utility Power
1 Paragon Path Utility Power
1 22nd-Level Utility Power
1 16th-Level Utility Power
1 10th-Level Utility Power
1 6th-Level Utility Power
1 2nd-Level Utility Power
And they also have two At-Will Powers, for a total of 17.
I thought the Wizard was supposed to acquire spells as he finds them.
I'm not exactly sure how Wizards work. We do know this: Most 1st-level characters have one Daily Power. The Wizard has two, but can only use one of them per day (In the specific example, the spells are Acid Arrow and Sleep. He picks which one he wants to have as a Daily Power at each Extended Rest. So essentially, the Wizard's Daily Powers work like spellcasting in previous editions. He has a limited number of spell slots, and he memorizes which spells he wants to cast for the day). So he's still as powerful as the rest of the characters, but has a bit more variety in that regard. The Wizard (as well as the Cleric and who knows who else), can also learn Rituals. Rituals are non-combat spells that can be purchased and learned like spells in prior editions. No exact idea how they work, though.