Commander's strike:
I like the principle of this, but the problem is the action economy angle. So you are giving up one of our attacks *and* your bonus action (which you could have used for something else) to let someone use a reaction - which they might have been to use for an opportunity attack, or shield spell or whatever. If the action economy could be improved the maneuver would be better.
Suppose you're in a fight where another party member's attacks are significantly more effective than yours against the enemy, in which case the action economy might be worth it. Or maybe one of your allies is up against a target that is nearly dead, but letting that target get another turn could be devastating(a powerful caster, for example). You can use this to give your ally an extra attack, giving them the chance to finish that enemy off.
Disarming strike:
The real issue here is that the disarmed weapon is dropped at the opponent's feat... which they are then free to pick up on their turn with no penalty whatsoever, almost as if the disarming never happened! Boo. It is marginally useful if you do it then withdraw (your foe doesn't have his/her weapon to hit you with as a reaction) but appart from that... The maneuver would be *greatly* improved if the weapon was tossed 10 feet away... but it might be too powerful then?
Attack, disarm, kick the guy's sword away, PROFIT

Or if one of your allies takes their turn before the target, your ally can deal with the dropped weapon. Keep in mind though that the maneuver lets you force the target to drop "one item of your choice", so it doesn't have to mean a weapon. Suppose the guy has a +2 shield and you can force him to drop it. Congrats, his AC has dropped by 4 until(or IF) he has a chance to pick it up again(I have no idea what the rules are for how shields are carried, if they're somehow secured to the arm and thus immune to this maneuver, probably up to your DM).
Distracting strike:
This one is basically adding the "help" action to your attack (and a bit of damage). Seems good to me
Yup, this one's pretty self-explanatory, and always useful. Especially if you're trying to set up a Sneak Attack for the Rogue in your party.
Evasive footwork:
The use scenario of this is a bit narrow - increase your AC when moving - ie vs attacks of opportunities. When you need it it's great, but it won't be in every fight. Still not bad.
If you have to wade through a crowd, this could be very helpful. Not a Disengage, so you can still make your attacks, your enemies just have to choose to either let you walk by, or risk wasting their reaction on you when you're extra-tanky.
Feinting attack:
You give yourself advantage. This is similar to distracting strike, but you need a bonus action to make it work, making it strictly worse than distracting strike unless you have non allies.
Basically True Strike with a little extra damage. Maybe not flashy or cool, but can still be quite useful.
Goading attack.
This is nice, because it is making yourself a bit "sticky" - it's a bit like a "taunt" effect.
Can be awesome when used by a couple of different Fighter types. The tank, who can soak up damage like a sponge can use this to stand in the middle of battle and force the enemy to focus on him. And the sneaky archer, attacking from an unassailable vantage point or behind good cover. The later works even better if the Battlemaster has taken a couple of Rogue levels so they can Hide as their Bonus Action.
Lunging attack:
You give yourself a bit more reach. Is this good? Seems a bit narrow in use... I can't tell.
Sure its use case is more limited, but it could let you make an attack without getting inside the target's reach, letting you walk away without drawing an OA. Or it could let you surprise an enemy who is trying to stay just outside YOUR reach.
Maneuvering attack:
The use case scenario is narrow, but in some specific situation this is *hugely* useful - cut off an escape route for example.
You pretty much nailed this one. Limited use, but when you need it, you'll be glad you took it. The ally you choose to move doesn't have to be anywhere near the target of your attack, and their movement isn't a "Disengage", so not even someone with Sentinel can take a swipe as they walk by. Get someone out of trouble, or help make up for the lower movement speed of the smaller races.
Menacing attack:
Making a creature frightened for a turn is a pretty good effect. This seems good
Frightened is good, it nerfs the target's attacks AND affects where they can move on the battlefield(shoot an arrow at the guy trying to close in with your melee allies, and he has to wait an extra turn to join the scrum). Less effective at higher levels where some monsters are immune to being frightened. In those cases, Goading Attack becomes better since it doesn't impose a condition that they might be immune to.
Parry:
I don't know what to think about this. It's dex dependent (so are battemasters dex fighters?). At first I was thinking "sweet, it's like casting shield!"... but then I realized I read it wrong - it's not AC, it's damage reduction. And it's only one attack. So now I don't know what to think of it.
Sure, it's kinda like a weaker form of Second Wind, but the damage is reduced before it can drop you to 0, unlike Second Wind which is after the fact. Sometimes that little bit of damage reduction is all you need to avoid a killing blow until the Cleric gets their turn.
Precision attack:
Could be pretty good, but the attack has to be one that counts - maybe combo this maneuver with another one so that one lands for sure?
Basically, use it when you pulled a Get Smart and "missed it by >that< much!" One of the most surefire ways to increase your average damage output is to increase your hit percentage. Obviously you'll want to have an idea of your target's AC so you know if it'd be worth burning the die. Another one that can be useful with a Battlemaster that's got some Rogue levels, so you can make sure you land that Sneak Attack damage. It works on Opportunity Attacks, and the attack rolls made during Booming/Green-Flame Blade.
Pushing attack:
Interesting. Does the creature trigger attacks of opportunity when it's pushed away? If so this maneuver is *awesome*. If not it's still good IMO
Forced movement doesn't draw Opportunity Attacks. But pushing a guy off a cliff, or away from your Wizard so they don't have to Disengage to get away? It definitely has uses.
Rally: Could be a nice way to save someone's bacon by giving them a bit of extra HP in a tight spot... is this good? If not, why not?
Can be a good emergency measure to bolster an ally who's near death. Though if you've got a good enough Charisma modifier to really exploit this, why aren't you a Paladin?
Riposte: Seems good to me!
Good way to potentially get extra hits against an enemy who isn't planning to walk away from you
Sweeping attack:
Meh... maybe for dealing with mobs?
If you're the tank who plans to be standing in the middle of all the bad guys, free damage against additional targets is always useful. This would make an interesting combo with Green-Flame Blade. You could potentially damage three targets with one swing.
Trip Attack:
This is a free shove added to an attack. I think this is good because then the foe is prone and thus you and others now have advantage to hit it. Depending on the timing of the creature's action, this is better than feint or distracting attack. It also allows a dex fighter to be good at shoving.
Good for melee fighters to knock a guy down and then basically ground & pound them. If you're an archer, it doesn't benefit you but you can use it to tee a guy up for your allies to wail on.
Overall, there are definitely some maneuvers that are more generically useful than others, but the more situational maneuvers let you add some flavor to your Fighter. Plus, extra damage is extra damage. Nice thing about them, when you gain additional maneuvers at higher levels, you can also swap one out that you've found less useful than you'd hoped.