Guys, let's stop the person-sniping and (psionically) focus on the topic, please.
I still like the general gist of the book, but there are a few things that make no sense to me.
I will still never, never, never like Damp Power, and do not plan to ever include it in any of my campaigns. (and THIS is from someone who loves both energy adaptation and the immediate action spell/power concept) Why? Because it really inordinately defangs a spellcaster, especially for too little cost. For 7 points I can wimp-ify practically ANY spell cast at my party, at ANY time? That's too much.
Some changes didn't seem warranted - the "no more than one astral construct at a time" clause. For one thing, they're not THAT powerful; for another, I've never seen anyone in play get out more than one of the things, anyway, because the second someone starts concentrating for a full-round spell, it's like an attack-magnet for every other opponent in the nearby area. The very last time I used one, by the time he was summoned, the combat was one-quarter over, there were no visible targets, and the Astral Construct VI got maybe ONE shot in on an opponent. Hardly very useful, even though pretty tough.
The metacreative / Damage Reduction stipulation, I can see, it makes perfect sense. The changes to Energy Missile et. al. I perfectly agree with (about time.)