Many of these features aren't standard, so you need some way to figure it without being able to easily compare to existing items. One way to look at this compare the weapon with a weapon the player could use and look at what you would need to do to that weapon to make it into something with the same stats as the player wants.
The sword is a normal greatsword with these enhancements:
Base +2 enchantment
Obviously, a +2 bonus.
It can be used by warmages without needing to take the martial weapons feat
It can be wielded 1-handed without penalty
I dislike allowing players to add restrictions to magic items, especially if there's no obvious reason. That way lies the 7 gp +5 sword of doom, only usable by chaotic neutral fighters named Bob who worship Loki and wear breastplates.
I think warmages get all simple weapons, so lets call the base weapon a heavy mace or morning star (1d8, 20/x2). Change the damage type to slashing for free, since there's no significant benefit if your facing a variety of opponents. Getting the damage back to greatsword levels (1d8->2d6) means raising the average damage from 4.5 to 7, so +2.5 damage. That's about a +1 bonus. You can think of it has half a normal +2 enhancement (since there's no to-hit bonus) or a standard +1d6 energy damage that's reduced since nothing has resistance to it.
Total so far: +3
The damage die is increased to 2d10
2d6 to 2d10 is on average +4 damage. Call that another +2 bonus.
Total so far: +5
Critical threat range is reduced to only a roll of 20
Critical multiplier is increased to x4
The threat range has already been dropped to 20, so that's taken care of.
A threat range of 19-20/x2 and 20/x3 are interchangable. Changing 20/x2 to 20/x4 would be similar to applying a variant Keen (that affects the multiplier rather than the range) twice, so probably a +2 bonus. Alternately, increasing the crit multiplier often decreases the damage dice one size. (Compare a rapier and a long sword). So decrease the damage dice twice, giving us 2d6 20/x4. Bumping the damage up to 2d10 again is a +2 bonus (see above

) That's two ways to measure this as a +2 bonus.
Total so far: +7
It confers some kind of feat which allows the user to apply intelligence bonus instead of strength bonus to hit & damage
This one is challenging. Instead needing to keep both strength and int high, you can dump strength to the point where all you care about is not being encumbered. So instead of starting with 16/15, you might start with 18/10. Also, you don't need to buy +X strength magic items or split your attribute increases, so you'll end up with something like 28/10 (+6 item, 4 levels) instead of 22/21 (+4 item x2, 2 levels each). You're certainly getting more than a +1 to hit and damage out of this, so I'd call it at least a +2.
Grand total: +9
Cost: 162,350 gold
Finally, lets compare it an item that you could make using standard enhancements. (Well, almost.)
This does 2d10 + 2 + (Int - Str) damage, or an average of 13 + (Int - Str).
A +5 Keen Keen Shocking Frost mace would do 1d8 + 2d6 + 7 damage, or an average of 11.5. It would be +3 better to hit, but would do 1.5 less damage (plus the difference from using int instead of strength). It would also have similar critical characteristics. Except for applying Keen twice, this is also a completely legal weapon for a warmage to use. (I also doubt that it's unbalancing to allow keen twice on a simple weapon. Doing so on a rapier or a scythe is much more likely to cause problems.)
That seems about the right price to me.