WRT the Dire Lion's CR, creatures actually need to begin the round grappling in order to use their rake ability. Thus it's charge pounce, claw, claw, rake, rake, bite, possibly grapple. Round 2: rake, rake, possibly grapple.
As to the Psionic blast powers, you'll note that none or them really go much beyond 1d6/level themselves. What they have over magical blast powers is:
1. The ability to customize the energy type to avoid energy resistance or take advantage of energy vulnerability. (IIRC, only Anarchic creatures have resistance to all energy types).
2. Some of them (energy stun, energy missile) have DCs that scale MUCH faster than magic DCs can possibly scale. (As written a maximally augmented energy stun for a 20th level manifester is DC 29+int+any other bonusses. A meteor Swarm is DC 19+int+any other bonusses; this can go even higher through the use of overchannel, wild surge, manifester level boosts, etc).
3. The ability to use them at maximum damage/round efficiency until you run out of power points
4. The ability to be manifested under any adverse conditions--grappled, pinned, etc.
Meteor Swarm, Scorching Ray, Disintegrate, and Empowered spells actually break the 1d6/level cap on magic blasting. However, they all have much more limited saving throws and (with the exception of disintegrate which is untyped) a fixed energy descriptor.