Particle_Man
Explorer
I have tried working on new Psionics rules and I will probably introduce them into my games when I get into the beta stage. Psionics should be more like the force and less like magic.
Have you looked at Star Wars Saga Edition for how they do the force?
One thing about psionics is that instead of Verbal, Somatic, and Material components they have these weird side effects affecting the 5 senses. It is good to remember them, for flavour purposes, but also for detection by others.
Oh, and Complete Psionic (in addition to some extra base and prestige classes) has a rule limiting how many Astral Constructs one can have running around. Some people hate that rule, others like limiting the "astral construct spam" option (if only to keep combat a little simpler). I used to be in the former camp but am coming around to the latter camp way of thinking as I get older.
Some campaigns reskin psionics as gem magic, faerie magic, witch magic, cthulhuesque magic, etc. (or all of the above - never did trust those fey!)

Some people say Soul Knives are weak. Others say they are very limited (the harrier trope, get in hit get out).