Catfall, energy ray, and far hand.
Most people think of energy ray purely as a combat spell, but the ability to summon small amounts of fire nearly endlessly is far more useful outside of combat. Sonic rays are good signalling devices. Cold rays can be used to fight environmental fires or to form protection against normal heat.
Electrical rays don't become very useful unless you're in a PL5 or higher campaign-- but they're still good in combat.
In combat, of course, your ability to switch energy types on demand is incredibly useful when dealing with creatures that are resistant or immune-- or better, vulnerable-- to one or more energy types.
Catfall isn't a great power unaugmented, but the higher level you are, the less you have to worry about falling. You can also use it to get around a number of obstacles.
Far Hand is just the augmentable psionic version of my favorite 0th-level spell, mage hand. Flip levers, grab keys, snuff torches-- this spell will drive most puzzle-happy DMs mad, and can be used to derail numerous PCs-in-prison plots.
I should've voted for far punch, too-- great way to cover your escape through a crowd.