And they say Wilders are "borken!"
Actually, what a Wilder does best is Blast or Summon. They also make suitable light tanks if you must go that route.

No matter what sort of build you go for,
Expanded knowledge is your friend.
Blaster
Feats~
1st:
psy crystal affinity,
empower power(if human)
3rd:
elemental envoy
6th:
expanded knowledge: energy missile
9th:
privileged energy
Powers~
1st: Mind thrust, vigor.
2nd: Energy Missile, share pain (see light tank)
3rd: Energy bolt or Energy burst?
Summary: That 9th level Wilder can dish out a 7d6 Empowered and Wild Surged (going off the guess that WS is still at +3) Energy bolt (or whatever) for 15d6 + 30 damage.... that comes out to the rough equivelent of a 24d6 Lightning Bolt. Also, the Vigor + Share pain + PsiCrystal combo: Share pain with crystal, then share power Vigor with Crystal. With share pain you're taking 1/2 damage (crystal takes other half). Once you start taking real damage... reVigor. Rinse and repeat as needed.
Summoner
Feats~
1st:
Hidden talent: Astral construct (variant version of Wild surge, be sure to get your DM's ok),
Boost construct (additional menu choice)
3rd:
Durable construct (astral constructs persist for 10 minutes - Complete psi)
6th:
expanded knowledge: find a cool 2nd lvl power. or whatever else you like.
By 13th level, a wilder can easily summon the 9th level Astral Construct and then kick back and unleash some firepower.
Powers:
1st: Astral Construct (with Hidden talent, if that variant isn't allowed... it is still worth taking later on), Mind Thrust (great for slaying Will-weak Tanks)
2nd: Damp power: best 2nd lvl power I can think of at this time...
3rd: Time Hop: what else could fit the "Summoner" concept better than a power that Unsummons your foes?
Summary: Even if your DM agrees with Complete Psi's nerfage of Astral Construct (only one construct at a time), the Wilder Summoner is ahead of the game. By (I believe) 13th level the Wilder is capable of summoning the 9th level Astral Construct. Thats huge!! (pun intended).
Light Tank
Feats
1st: Psy-crystal
3rd: Psi-weapon
6th: Psionic meditation (refocus as move action)
9th: deep impact (almost always hitting is a good thing)
Powers
1st: Vigor, something else
2nd: Share pain
3rd: whatever is cool... (can they get dissolving touch/weapon at this point?)
Summary: This build is relevant no sooner than 4th level when you get the almighty Share Pain. Its easy to play though, simply cast Share Pain on your Psi Crystal and use Vigor for max at the first round of every combat and reuse it when once you start taking "real" damage again. Everything else is gravy...
~~~
Anecdote, as I remember it.
Some months back I was playing a Wilder who was a hybrid of the Summoner and Blaster (we didn't have complete psi... I'd almost venture that it wasn't yet out). The character concept was a "Witch" (Witches, as it turns out, in that campaign are the "Sith" to the Druid's "Jedi") that mechanically played much like a Diablo II necromancer. So we're 7th level, fighting a Large Green Dragon. I had summoned my largest Astral Construct (which appears as the corporeal souls of the damned... often those my Witch had previously "mind thrusted") and attempted to blast it with Mind thrust twice... dragon saved the first two times and then...
DM: after taking a bite out of (insert party's Dervish here) the Dragon lands right by you...
Me: I take a 5ft step back and attempt to blast it...
DM: Dragon makes its Will Save...
Other PCs: spend a round doing stuff.
DM: The dragon attacks you... claw / claw / bite tearing away at your "Shroud of Souls" for X amoung of damage (I think he crit... it was high enough to have killed Maklu if it wasn't for Vigor. If I remember correctly, Maklu normally had 36hp. With a full Vigor it was Maklu 86 / Crystal 68).
Me (totally freaked that my "caster" had a Dragon "basing" with me: I (roll concentration to manifest defensively) thrust my hand out and spectrally grab its heart and... twist (making Vader-choke motion)... again attempting to slay the Dragon with "mind thrust".
I rolled well above average on my Wild Surged Mind thrust (yes, thats 10d10 folks!) and the Dragon rolled a 1 or 2 on its Will save (anything higher and it would've made the save) and killed it outright. The DM wasn't amused. :/
It never came up, as I ended up moving away one or two session later (which sucks, cause Forceuser is probably the best DM I've gamed with) but my next Large Astral Construct was going to manifest as a spectral (yet corporeal) Green Dragon.
