I do not relish the thought of some players trying to force a DM to allow races, classes, equipment, spells, etc. in his campaign for no other reason than that such things are in the Players Handbook.
And
In 3.5 Page 6 under Character Creation, In Large font (as a section heading)
CHECK WITH YOUR DUNGEON MASTER
Your DM may have house rules or campaign standards that vary from these rules.
Before even getting to ability roles, the Players Handbook points out that even the rules in the CORE PHB is subject to DM's rules and campaigns.
Even without that quote, my understanding of the past 30 years in the hobby is that in any RPG and any campaign, the DM decides what options are available for the players to choose from. It is, after all, his campaign world. He's setting up a framework in which the game will occur- and that requires setting boundaries. The quote merely makes that crystal clear.
He may ask for input from his players...but its not required that he do so. He can excise or include races, classes powers, spells, tech, and the like at will during the design process.
I've personally played in several campaigns in which "core" material was excised. In D&D alone, I've encountered games without monks and/or paladins, no PC races other than humans, no divine magic, no arcane magic, no magic at all and so forth. Why? Because those elements that had been eliminated were not appropriate to the setting.
If Psionics were made Core in 4Ed (which I'm in favor of, but I'm aware is not the case), it may pressure a GM to include it...but if psi isn't part of the setting he's modeling, there is no reason on earth to include it.
Besides, consider the flip side- if it isn't in the rulebooks, is a DM barred from including it? Of course not!