The Rules Compendium (pg 130) suggests that a successful knowledge check reveals a creature's origin, type, typical temperment and keywords. If the hard DC is met or exceeded, the creature's resistances, vunerabilities and what it's powers do are also known.
I would be wary of adding further information to these checks, as there are items and powers specifically designed to provide some of these additional pieces of information.
As an example, a Foe Stone (level 12 Wondrous item) allows the following:
(Minor Action) Choose One creature you can see. You learn all the
target's vunerabilities, as well as which of it's defenses is lowest.
The Goggles of Aura Sight (Level 5 uncommon) are another example:
Power Encounter (Minor Action)Choose a target within 10 squares of
you. Learn the target's current and maximum hit point values, any
current disease or poison conditions on the target, and any disease or
poison effect the target can deal.
The Helm of Seven Deaths (Level 5 Rare) has a similar function as one of it's powers:
Utility Power At-Will (Minor Action)Effect: Choose one bloodied
creature you have hit with an attack during this turn. You learn that
creature’s current hit point total.
Several powers and abilities can only be used against bloodied etc. targets, so when a creature enters this state it should be mentioned. But as OrionDarkwood said, it is generally better to use vague terms such as 'it's looking very nearly dead' etc. rather than a specific hit-point value.
EDIT: As for Fortitude/ Reflex/ Will, a certain amount can be inferred from the type of creature - eg. big, hulking, things that like to bash stuff up close tend to be low on Will, but high on Fortitude, while weedy little spellcasters hiding at the back tend to be higher on Will, but low on Fortitude. Player's can pick this up fairly quickly as a general rule of thumb if they have several types of attack between them, as they'll take note of which attacks hit on lower rolls.