I wrote not so much a handbook--certainly not of the quality you'd find on the Character Optimization forum--but more of a primer to the vampire class, as I wanted to work on some character concepts but wanted to make sure I knew what I was getting into. Some people have criticized that it is too frail or weak to be a viable striker, and after looking over every single class feature and power, I don't think that it is the case (even given the lack of specific feat support).
Comparing strikers with reasonable optimization at 1st-level, the vampire is basically on par with everything except for an Artful Dodger rogue with an 18 in Dexterity and Charisma, and Weapon Focus (light blade) or Backstabber. When you compare dailies, the vampire does almost double damage before you consider feats in the equation (which I still was in the case of the rogue). By 11th-level, the rogue ended up being something like 5 points ahead when you lumped on all the feats and assumed that she had combat advantage, but at 15th-level the gap closed due to the vampire's Hidden Might getting its second kicker.
So, I dunno. Looks pretty good to me. I've heard people actually playing the damned thing not having many complaints.
In regards to the durability thing, I think detractors are overlooking all the powers and class features that grant temporary hit points (including one of your 1st-level at wills), let you steal healing surges, and even regeneration when bloodied. The fact that temporary hit points don't affect your bloodied condition means that you can have a lot of them, but still benefit from the regeneration. Plus, when stealing healing surges from allies they act like two. I'd totally overlooked that if you have more than your max at the end of a short rest, that you get topped off; I thought it was after combat. This makes it even easier for a vampire to abuse healing surges by just getting a couple from her allies.
That, and necrotic resistance is a pretty common energy type.