Ah, I see. Footwork Lure can slide an opponent two squares if using a reach weapon. That at least makes a halberd's reach useful from the 1st level.
First, a clarification. The errata on footwork lure limits it to one square unless you have some bonus (polearm master, rushing cleats, staggering weapon, etc.).
But fighter is still a great option. I'd recommend starting stats of Str 17, Con 16, Dex 13, Int 8, Wis 14, Cha 10 after racial bonuses and boost str and con at every opportunity. Two-handed weapon talent is a solid choice, but battlerage vigor could give you some solid hardiness when you need it. Crushing surge with dwarf stoneblood would net you 8 temp hit points, which would go a long way towards making up for your lack of shield. Plus, the invigorating encounter powers from MP2 are
drastically less stupid than the ones from MP.
For at-wills, I recommend Crushing Surge and Weaponmaster's Strike (Class Acts: Fighter, Dragon 382). With a halberd, you'll be adding your con to damage and gaining an OA if your target shifts away from you, stopping them in their tracks.
At encounter 1, Hack and Hew (MP2) works wonderfully. I don't have MP handy to check the text of invigorating, but I think you get the temporary hit points as long as you hit with one of the attacks, even if you miss with the primary. That makes it a more reliable way to get temp hps, as well as mark two targets. Depending on your style, Spinning Sweep and Steel Serpent Strike are solid choices. Your encounter 3 options boil down to Crushing Blow, Sweeping Blow, and Bull Charge. Encounter 7 is a hard choice. Come and Get It is unparalleled in defender utility, but if you want to branch out, Bloody the Field (MP2), Echoing Assault (also MP2), Trip Up, or Weapon Master's Gambit can work.
At Daily 1, Lasting Threat is a fabulous choice for all around utility, but Comeback Strike is useful for healing purposes. Kneebreaker can work out since it's invigorating, but it falls somewhat flat if you miss. If you have someone in the party with a slowing encounter power or something, it starts to look up. You have a number of options at daily 5: Brazen Assault (resist 5= tanktastic), Cometfall Charge (awesome charge damage), Hounding Longarm (Combat Challenge at reach for the encounter), Pinning Smash (for dragons and other solos who have delusions of getting away), or Rain of Steel for continuing damage. There also a number of great options at daily 9, but if you want survivability, go with Victorious Surge.
Utilities: At level 2, Boundless endurance is ridiculawesome for you and will only get better as you level. An excellent choice. However, if you're good on survival effects (i.e. there's a second defender or 1.5 to 2 leaders), you may look to some of these options: Battle Fury Stance, Pass Forward (a melee rogue in the party will love you for this one), Mighty Leap, or one of the skill powers: Bounding Leap, Scrambling Climb. At level 6, Unbreakable is fantastic. Settling the Score, Ready to Retaliate, or one of the movement skill powers from level 2 are good alternatives.
For feats, should start with Weapon Expertise and Dwarf Stoneblood. Dwarven Weapon Training for damage and Devoted Challenge, which will help your combat challenge attack bonus ought to your next few feats. You could also move up to plate armor, but I don't really like that armor check penalty.
But that's how I'd build a dwarf in heavy armor with a halberd.
