People told me that the Aberrant Mind was more of a far realm character because there are too many tentacles involved. There are tentacles involved in literally four spells it can take and all of them can be swapped out for divination or enchantment spells by the rules as written. So getting rid of the tentacles isn't hard and can be done by the rules as written, not changing one single one of the mechanics. You were born with your powers is one listed option for their origin so literally the only connection you need to have with the far realm other than having to keep but not cast one tentacle spell for one level before you can swap it out is the name "Aberrant Mind".
That's wild!
They then told me a list of things wanted including spell points and the ability to tweak spells and I compared that list to the Aberrant Mind and found it fits just about all the mechanical criteria given. It even for all practical purposes uses spell points from level 6 onwards ffs. Metamagic lets you alter your spells and manipulate them far more intricately than normal magicians can. And more intricately than Eldritch Blast that mostly does damage. It fits all the criteria listed so far as I can tell other than not being a sorcerer.
That's Amazing!
When someone says "I don't want X because Y" I tend to check if Y is actually true.
So on a quick comparison of the Psionic Soul from the UA to the final Aberrant mind, you can see where the abberation flavor was added.
Origins:
Not a rule, but the AM has six origins that all deal with aberations or otherwise "creepy" powers. Whereas the PS origins are 10, and while there are repeats, a few additional ones include training with githyanki, drinking from a stream in the feywild, recovering from a near-death experience, or growing up near a sapphire dragon.
Psionic Spells/Telepathic Speech vs. Psionic Talent
Mechanically, these are very different beasts, but controlling for that, the PS can learn an extra divination/enchantment spell, use telepath,y or cast spells without VSM at level 1. The AM has a fixed list of spells known (that does include some more far-realmy spells like the Hadar spells, black tentacles, and summon aberration) which requires the PC to swap out. Net effect is the same (bonus spells, telepathy) but the AM has far more "sinister" abilities.
Psionic Sorcery/Psychic Defenses vs Psychic Strike
Thematically, both fit the general psionic feel, so its a wash.
Revelation in Flesh vs Mind Over Body.
This is literally the same ability, but the AM's version uses creepier language. The four effects are the same. To Whit:
Revelation in Flesh
14th-level Aberrant Mind feature
You can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Y
our eyes also turn black or become writhing sensory tendrils.
You gain a flying speed equal to your walking speed, and you can hover.
As you fly, your skin glistens with mucus or shines with an otherworldly light.
You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
Your body, along with any equipment you are wearing or carrying, becomes
slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Mind Over Body
14th-level Psionic Soul feature
You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each sorcery point you spent, choosing a different benefit for each point:
You can see any invisible creature within 60 feet of you, provided it isn't behind total cover.
You gain a flying speed equal to your walking speed, and you can hover.
You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
The Last Ability Is Warping Implosion vs. Psychic Aura. They are similar, creating an area of psionic damage but the details are different. In the End though, the AM one again implies otherworldly or Lovecraftian flavor, while the PS is more psionically generic.
I bring all this up to say that the AM and PS are similar mechanically, but the AM is purposefully made creepy, unnatural, and Lovecraftian. If there was some generic psionic caster (akin to psy-knight or soul knife) that'd be fine, but there isn't so the deep implication is that psionic powers are evil, unnnatural, and icky, I think there are a lot of people who would have preferred a cleaner take on psionics that could be flavored as Aberrant, Dreamy, Intense Discipline, Weird Mutant Powers, or the like rather than be forced into one "mindflayer-esque" mold.