From Bryant's answer to this question, you could check out Weem's 4e D&D Combat Sheet for some ideas. It's got places next to your defenses where you can write down any abilities/items/powers that might trigger off a hit or a miss against you, a place next to your attack bonus for putting down abilities that trigger on yourself hitting or missing a target, etc, all on a single page.
There are three issues here, I think: Keywords, the two different kinds of proficiency, and permission by omission.
But before I go into those, a word: As always there are explicit features/feats/enchantments which break the rules, and that's why we call D&D an "exception-based" system: it deals in rules which apply universally unless (until) exceptions are made, so there is no need to enumerate the possible exceptions. We simply assume the rule unless told otherwise in a particular instance.
Keywords
If a power has the weapon
keyword, and only if the power has the weapon
keyword, does a weapon enchantment (enhancement bonuses and other features) apply to that power. Ditto with the implement
keyword and implement enchantments.
Proficiency and the Proficiency Bonus
"Proficiency" means that you've had training in the use of a weapon or implement, but mechanically it means totally different things whether you're talking about a weapon or an implement.
Weapon Proficiency and the Proficiency Bonus
Proficiency with a weapon means that you can add that weapon's "proficiency bonus" to attack rolls. Only weapons have proficiency bonuses, they only apply to powers with the weapon
keyword, and they have nothing to do with whether enhancement bonuses can be applied (see below for that bit).
Implements, Enhancement Bonuses, and Permission by Omission
You need to be proficient with an implement in order to add its enhancement bonus to attacks and damage with implement powers. You do not need to be proficient with a weapon in order to add its enhancement bonus to attacks and damage with weapon powers, but you don't get its proficiency bonus to the attack roll. (In either case, you can only add the enhancement bonus of one item at a time to an attack unless you have a rules exception which says otherwise.)
I arrived at this conclusion because the magic implement rules say you need to be proficient for the enhancement bonus, but the magic weapon rules don't. Permission by omission is sloppy, but has solid precedent.
Best Answer
First, for Reference, a zoomed-in segment of the 4e character sheet available for download on WoTC's site.
Your Stats from your Standard array Go in the Score box
The Score is the number coming from the Array (or total via pointbuy) such as 16, 12, 8 etc. By RAW rules you cannot have more than 1 stat lower than 10 and that one stat can only go as low as 8.
Ability MOD is short for Modifier. It is derived from the ability score.
To calculate an Ability mod: (Ability Score - 10) / 2 = Mod. Always round down. For example a score of 16 would equal a Mod of 3, a score of 15 would equal a Mod of 2.
Mod + 1/2 Level is the number you use for skill checks
When you have no appropriate skill your DM will tell you to use the Stat that most makes sense. Its simply there as a shortcut to prevent you from having to do the math when it comes up. For example your character is trying to decipher an ancient tome, History is probably the appropriate skill, but you aren't trained so your DM instead has you roll an INT check. You roll 1d20 and add your Mod + 1/2 your level number to your die roll.
Mod means Mod, not Mod + 1/2 level.
Whenever something references Mod, Ability Modifier or (for example) says STR Mod it means the Modifer number only.
Filling out your defenses
You only want to put the ability mod "ABIL MOD" because in one of the boxes you are already adding 1/2 your level, the 10+ 1/2 your level box.
Filling out skill boxes
You would write the mod + 1/2 level number in the box on the skill section of the sheet because skills you aren't trained in by default just use the related Mod + 1/2 your level whenever you would attempt to do a skill test related to it. Again, this is here simply to save you time later.
Your human ability modifier should go in your primary ability score
Which is whatever stat your class uses to make attacks. In your case if you are playing a Bow Ranger that would be Dex and if you are playing a Melee Ranger that would be STR.
Yes your # of Surges is based on your class + Con mod
Certain races & feats can give you more, but in the example you gave, yes the number of healing surges you would get is 7.