My suggestions aren't wuxia unless martial arts are wuxia: I mean I've done the throwing manuvers in real life and I can't fancy my self as wiuxia (I'm not not flying like Hidden Dragon)
Stay clear of Shadow Hand and Desert Wind are you'll be fine (those are the supernatural disciplines). Devoted Spirit is a little supernatural but mostly extraordinary.
Devoted Spirit SHOULD be a lot more magical than it is. Like...all of the healing and alignment-based stuff was made Supernatural in my games and my friends'.
But the three we've been promoting, DM, IH, and SS are fairly non-"wuxia." The only DM stuff that enters that realm is the "mind over matter" save replacements possibly. Iron Heart's only real quasi-magical ability is Iron Heart Surge (again, RAW is extraordinary, but probably shouldn't be. We made it Su but with the ability to end effects that would prevent use of Su abilities normally, like AMF.) I guess if you think any kind of large dose of instant healing is magical, Iron Heart Endurance might also cross your DM's line. Setting Sun at lower levels is almost entirely "realistic" and really resembles judo. Later on, it gets a bunch of abilities that are clearly over the top. For example, Ballista Throw hurls the foe 60 ft and creates a line attack. Apparently so fast and viscous no reflex save is allowed to those in the way. Ghostly Defense is blatantly magical, and Tornado Throw is just ridiculous to picture. At the high level you get them it's no big deal, but your DM may not like them.
Other non-wuxia schools would be White Raven, Tiger Claw, and maybe Stone Dragon, IMO. I don't think they would fit your concept, though.
So, assuming you do go with Tome of Battle, how much emphasis on fighting do you want your maneuvers to have? Swordsage is all about the maneuvers, Warblade has far less to use but gets more feats, BAB, and combat bonuses to cover him. Both can do light armor, tumbling, balancing, etc...