The only way to playtest it is not only threw play, (not to say that you shouldn't use play, but no need to reinvent the horse everytime you want to take a buggy ride)
one can use all that playtesting already done by looking at the powers that are already out there mechanically and extrapolating from that. Its not perfect but it goes a long way to ensuring your not churning out 30 levels of crap.
If I was going to build a complete class for Dnd 4e, The first two big questions are:
What is it's role, and what is its primary stat.
Once you have a role, and a stat, decide on secondary stats (one for each build you plan on) and the builds they will power.
Once you have the builds thematically in mind, make some class features to help ensure that the class can do its job. This means strikers probably need a scaling extra damage feature, leaders need a heal 2x encounter, defenders need a mark and mark enforcement and controllers are left with whatever utility you want to give them.
With builds and roles in mind, choose the hps and surges you want from the example given by the iconic roles (wizzy, cleric, rogue, fighter).
Choose your starting weapon, armour proficiencies and impliment proficiencies (if any)
Choose your defence boost if any
Chose a class skill and a class skil list as well as the number of skills to select (from 3-5)
Choose a power source
Start building your powers, start with the at-wills (1 dice of damage + stat mod and a minor effect or just stat mod of damage and a major effect, minor being a shift or the like, a major being a full blown status effect)
Start out the rest of the powers.
Lets see if this works
Trapper
Role: Controller
Power Source: Arcane
Primary Stat: Intelligence
Secondary Stats: Wisdom (Nature Trapper) or Charisma (kind of a con artist with
Class Skill: Arcana
Class Skill List:(Choose 3):
Bluff, Diplomacy, Nature, Dungeoneering, History, Insight
Proficient: Simple weapons, up to Chain Armour,
Proficient: Trap Impliment
Build Options: Nature Trapper, City Slicker
Hps at first level: 10 + Constitution score
Hps per level gained: 4
Healing Surges per day: 6+ Constituion modifer
Class Features:
Mechanical Mastery: You gain proficieny with one exotic weapon
Sudden Jerk: Anytime you move a creature with forced movement you may move them 1 addititonal square.
Ambush: You gain a +2 bonus to deceptions that will result in phyisical harm to the opponent.
At-Wills
Bear Trap - Trapper attack 1
at-Will - Trap
Standard Action Area 1 square within 2 squares
Target: First creature to enter the square
Attack: Int vs Reflex
hit: 1d10+Int modifier
Effect: The Creature is slowed until the end of your next turn.
Nature Trapper: The Creature is slowed (Save ends)
Foot Trap - Trapper attack 1
at-Will - Trap
Standard Action Melee 1
Target: One medium or smaller creature
Attack: Int vs Reflex
Hit: 1d6+Int modifier damage
Effect: Creature is knocked prone
City Slicker: You may move your charisma modifer squares.
Weapon Trap - Trapper attack 1
at-Will - Trap, Weapon
Standard Action Area 2 within 2 squares
Target: Any creature that starts their turn in the area
Attack: Int vs Ac
Hit: 1[W]+Int Modifier Damage
Sustain: Minor
Special: This trap requires a weapon when used. As long as this trap is in use or sustained, that weapon cannot be used for any other attacks.
Encounters
Rumble - Trapper attack 1
Encounter - Trap
Standard Action Melee 1
Target: One medium or smaller creature
Attack: Int vs Reflex
Hit: 2d6+Int modifier damage and target is pushed 1 square
City Slicker: you and your allies may shift 1 square.
Nature Trapper: Target is knocked prone.
Rakes, Rakes everywhere - Trapper attack 1
Encounter - Trap
Standard Action Melee 1
Target: All enemies in the area
Attack: Int vs Fortitude
Hit: 2d10+Int modifier damage
Miss: Half Damage
Effect: any creature hit by a rake must end their turn immediately.
Daily
Improvised Explosion - Trapper attack 1
Daily -
Standard Action area burst 2 within 10
Target: One Creature or Object
Attack: Int vs Reflex
Hit: 3d10+Int modifier damage
Nature Trapper: Objects take double damage.
City Slicker: You may use this power and choose to have it do no damage. If a creature moves into the area of this power within Charisma Modifer Rounds, the trap immediate deals damage to them as a hit.
The powers are the real thing that needs balancing but as long as you avoid crazy stuff (infinite hits even if conditional, dozen's of W, the big bad condition (stunned) it should be pretty useable. (and yes I know my formating is a bit off, this is just a quick example, it should show the basics of a class is very easy to draw from trends)