I'm running up on the tail end of a year-and-a-half 4e campaign, and epic levels are exhausting to GM. Everyone has more weird powers than you can shake a dragon at, and that includes the NPCs --particularly elites and solos.
There's gotta be a way to make an encounter interesting and challenging at epic levels without using five different monsters with 30 different powers to track and recharge, terrain effects that require an additional set of active monitoring, and a liberal amount of "just say no" mechanics to squelch the party's abilities that would render the fight trivial.
How can I simplify epic combat without trivializing it or making it boring? This is about making it actually less complicated to run, not about asking the players to take up some of the mechanical load; we're doing that already.
Things I've tried that help a little:
Level 1 Equivalent damage to make fights shorter but still brutal (this reduces complication because we don't need so many powers to keep long fights interesting).
NPC actions that trigger at the start or end of each enemy's turn (reduces the need for Weird Immediate Reactions whose triggers must be tracked).
Giving a boss a handful of basic attack powers and a standard-action utility power that grants the NPC multiple basic attacks (replaces unusual multi-attack powers with brand-new effects).
Removing dice-based recharge mechanics entirely.
Making a monster change its power set entirely at bloodied, almost as if it were a new monster (adds more powers to a fight, but not adding to the number of powers I have to keep track of at any given time).
Boss powers that let them slough an effect onto an ally (rather than removing or ignoring effects entirely or making an interminable number of saves).