A 3.x group has 9 roles to fill:
9 roles.
Primary Combat: High BAB, High AC, High hp, High damage output
Secondary Combat: Helps Primary Combat
Opportunistic Combat: Archery or mobility oriented, but low staying power
Magic Artillery: Big BOOM spells
Support Magic: Buffs, counterspells, divination, transport
Reconaissance: Sneaks around and/or asks questions, wilderness survival, avoids party being surprised
Healing: Cure wounds, removes poison, dispels adverse effects
Trap-dealing: Finds and disarms traps, mundane and magical
Undead-dealing: Turns undead and/or protects party from undead abilities
Your party has:
human wizard/psion - Magic Artillery, Support Magic, Reconnaissance (in varying degrees based on how he balances the two classes, as psion has more Recon stuff and wizard is more Artillery/Support)
whisper gnome rouge/sneak-attack thrower - Opportunistic Combat, Reconnaissance and Trap-Dealing (with the usual skill allotments)
raptoran paladin/fighter - Seems like Primary Combat, with just a tiny bit of Healing and Undead-dealing (both already small in Paladin, even smaller from Fighter levels). Of course, this is assuming he goes for the tank route. If he focus on the racial advantages of a raptoran (i.e., flight + ranged), he becomes Opportunistic Combat.
So of all roles, your party seems to lack Secondary Combat (as neither the wiz/psion nor the gnome can withstand melee), some Healing and Undead-Dealing. A lot also hinges on the build of the wiz/psion.
Use Reserve Points (UA), the First Aid rules from Star Wars Saga Edition, go easy on the undead and throw in some three-dimensional combats that will let the raptoran spread his wings.