This version is trying to do way too much. Im not really crazy how my psychic can minor in gigantism, or my Jedi can shoot laser beams. It's analogous to having Rage, Sneak Attack, and Smite listed in the same general "melee" grouping. Sure, you could limit yourself to create the character you want (which is what I plan to do). But isn't it better overall to make a Rogue and a Paladin separate things, each with their own identity and abilities?
Here they're separating disciplines out into subclasses, but other than starting picks - which later can be swapped out - none of it really matters. Or the all-elements cantrip that's perfect for Wu Jen...not so much for anyone else. Seems like too many dissimilar things all mixed up together, without any coherent unifying fiction?
I'd make Wu Jen their own class. Learn each elemental style at your level-ups. Earth, Wind, Fire, Water, Heart. Turn into Captain Planet at 20. Clear, concise, makes sense, shouldn't be too upsetting for former Psion-haters. Everyone loves a good elementalist.
Psychics are a well-known character type, and fit in just fine with fantasy. Let them pick modular options from the Nomad, Awakened, and Avatar lists as they see fit. Similar to Warlocks in that respect. The power of mind control is balanced by them being a little weak otherwise. Especially against anything resistant to Psychic damage. Few problems here.
Enhanced warriors should be fine. Great combat powers, not as much utility elsewhere. Plenty of competition here with things like Paladins and Eldritch Knights, but there's room for a character type here. Especially for non-Sorcerer "internal power" characters. Similar to Monk.
Weird, body-altering powers...I think that's part of the "sci-fi" that historically turns most people off of Psionics. Myself included. Could make for good body horror Warlock abilities. Or a Druid that picked Beast Aspects from a list for partial transformations, rather than shifting fully into animals. Shapeshifters in general are a fine concept. But that should be the main gimmick of a class.
Aside from flavor reasons, making these fit fictional archetypes, it'd be far better for game balance as well. Better to create a half-caster and full-caster framework, rather than forcing it by adding HP and weapon proficiencies here, bonus disciplines and skills there. Make the casters d6 HD and limit their access to the AC buffs. Allow the others to wear plate, but not as many ranged or utility options. Give each a few cross-class or general picks, perhaps, but otherwise force them onto a "spell list" for their chosen "class".