I'd definitely add the Special line in that power then, to be more specific. Prismatic Strike (artificer power) also lists special instructions in the attack line. Just to make it very clear so there's no confusion
Close Blast 10 and Area burst 5 within 20 are HUGE areas, but I guess this is to ensure all of her powers hit everyone- are they enemies only or all creatures? I forgot how that line works in 4E, some powers listed enemies only, others don't, I assume it hits all creatures if it doesn't list enemies only, you listed it in All ages of the world but not the other 2.
Freezing Meteors is kind of funny, cold and fire damage, but it itself is vulnerable to fire? Maybe change the theme a bit to something like "Decaying Cold" or something to keep with cold/necrotic.
All in all- a very powerful creature, IMO. Forceful cage itself as a minor at will makes it a contender to be able to lock down a party healer/controller. It has an anti-controller option against save ends effects, large ranges and areas means it's hard for people to fan out and dodge the blasts.
The reaction to use a Blast 10 power that gives cold and necrotic damage is pretty devastating. When I look at it, it's a double element type, which means it's not likely that you'll have resistance to both (unless you've built it up or have gear specific to this encounter, which you probably should)
Looking at the numbers, you're probably averaging 30-40hp a round per attack- not including the vulnerabilities, add in force cage which does another 10-15 a round. I'm not sure on defenses, but they're mostly NADs, so let's say she has a 60% hit rate or so- if we included vulnerabilities (very likely to happen) we're at 70hp/turn. So I'd say combat against this creature should be over in 5 or 6 turns.
You're inflicting lots of status effects along with lots of damage- as a summary here's my list
Minor action: At will lock out (save ends)
Standard Action 1: Daze and weakened (save ends)
Standard Action 2: Daze and vulnerable (save ends), possibility of stunned (save ends)
Recharge: Slowed/stunned/Petrified (no save), weakened/blinded/vulnerability (save ends), dazed/stunned/ongoing(save ends).
Interrupt: trigger Standard action 1 or 2.
Free action: Triggers Recharge
So I would actually say- against any non-optimized party, you're looking at a TPK. Even with an optimized party, you still have a really strong, really frustrating solo. I would not want to fight this creature simply because it is too frustrating (too many save ends effects.)
Things I would do to tone it down:
Your Punishing Rebuke is too powerful, consider the fact that she blasts the Defender, hits him, the defender hits back, and takes another hit. The Blast 10 as a interrupt is essentially giving her two attacks a around (and it's interrupting the attack, so if she drops the person, she doesn't take damage)
Forceful Seclusion: losing your leader or defender for 1 round is difficult enough, multiple bad saves can make this one easily a TPK. The power itself that immobilizes and can't teleport is very good as is- blocking all line of effect is even more so, since if it's someone low on health, the leader can't even get to him to heal.
All the ages in the world: a dice recharge is too much, IMO. A recharge on bloodied may be good here.
Glory in Destruction- this one's a free action, kind of funny since it's tied to an area attack. Let's consider the situations where the dwaller kills one person, pops off glory in destruction, recharges and uses all the ages in the world, drops another person, can she use it again? if so- it's a chain reaction to this thing that would probably kill everyone.
Hope that helps, just my 2 cents.