Why are you shoving a warlord build into the psion?
It's. An. Ardent. It doesn't do the 4e Ardent half bad. It's a little shy of the 3.5 version, though, on the surface - which is all the impression I ever had of the 3.5 version, so I could be wrong (IIRC, the 3.5 Ardent was into universal truths, not just a telempath).
If they'd just called it the Ardent...
...but 'Order of the Ardent' doesn't quite scan, and sounds like a fanclub. (While Order of the Avatar, face it WotC, sounds like a cult following an incarnated deity on earth.)
Of course, why a non-group of outcasts would have 'Orders' IDK, anyway.
(The whole coming up with different words for sub-class for most classes thing, BTW, it's working about as well as giving powers of different Sources different labels did in 4e.)
The soulknife should be a rogue subclass. Wheres the fighter/Psionic subclass wizards hinted at?
My guess is they'll hammer out the mechanics of the Mystic first, since mechanics are such a sticking point for psionics (they've been quite different in each edition, afterall, so there's no 'classic game' or 'first appearance as a PH1
class' touch-stone like there is for everything else.).
Second, I disagree re: re-skinning. I have found re-skinning to be remarkably easy. IMO.
I don't think it's in the least bit /hard/ to re-skin, it's an act of imagination!
Rather, just as 5e does great things in creating an expectation of DM rulings-over-rules and thus Empowering the DM again, it also creates an expectation that classes will cover concepts closely and in mechanically distinct ways. There's a flip side to everything, and just as 5e DMs must take responsibility for more of the game in return for being Empowered, fluff-rich mechanically distinctive classes discourage re-skinning, and encourage, unavoidably, calls for more mechanically-distinct classes that cover the concepts the existing ones don't.
Third, I completely agree re: psionics and magic. This is a fundamental problem when you try to graft on a psionics system after you have already releases a number of core rules sets, including several Monster Manuals; either the psinoics play by the regular rules, and are easy to incorporate (in which case, who care- they are just spells/abilities) or you don't, in which case everything you have previously released may be more vulnerable. It's a delicate balancing act.
It is, and I don't think they've done a terrible job so far, rough as it all is.
Keeping it all in a single class seems like it should help, for instance.
But, yeah, I don't envy designers their jobs one bit. 'Thankless' and 'Sisyphean' barely cover it.