Quick comments:
-- Very awesome! I can't wait to try it out (too many fun classes, not enough campaigns!)
-- I agree that a basic attack would be nice. I like seeing that with most classes.
-- Personally, I liked the recharge mechanic being based on the type of power used. It seems like a nice balancing factor, and since it comes up every round until you recharge, it doesn't seem like a difficult thing to remember.
-- I'm not a big fan of all of the powers granted at 1st level. For me, it's not a balance thing (others are far more skilled than I am in determining that), but a lack of focus. It seems like it is trying to embrace many different aspects of the class all at once. In my opinion, I think it might be a little tighter focused if you instead had the mentalist choose a "discipline" or something like the warlock pacts, invoker covenants, sorcerer spell sources, etc. Depending on that choice, you get certain class features. That not only tightens the focus of an individual mentalist, but there's the psychological aspect, at least for me, that a class feels more expandable when there is a clear expansion choice. It's not surprising that there's quite a few new warlock pacts (both from
WotC and Adamant), but not much for clerics. Plus it adds another hook for power variation where they have modifications depending on your choice. More mechanic hooks = more room design space to explore.
But overall, it's very nice and I'm definitely going to give it a try!