I think that this is actually very, very powerful. It's reliable - it always works. It basically means that the group gets 5 bonus HP every single round and it's not like fighters have much of a use for reactions anyway. Sure, Battlemasters have a couple of powers that sort of work like this, but, unless you're going Sentinel Feat, fighters don't use reactions.
Add to that, the fact that you're eventually getting a free +2 AC for 2 encounters per short rest, and you've got a very serious tank. A +2 that applies to more than your character. Better than a shield spell by far.
One thing I would like to point out about the Augemented Defenses is that we already have an ability that does this. The Ancestral Guardian barbarian gets the ability while raging to use their reaction to reduce damage by 2d6, it is level 6 so mid-way between this. It increases to a max of 4d6 by 14th though, where this locks in at 1d12 and never improves, which makes it a worse ability in my mind.
Then again, the offensive version isn't much better for the fighter. a 1d4 per turn is just a bit too little. Maybe you could tie in that Int Mod and let them apply the damage a number of times a turn equal to their Int mod, so it still has a limit, but a stretchier one.
Looking at the rest of the Psychic Warrior... it might be growing on me. I think Telekeinetic Bulwark is a really cool ability, I'm not sold on Strength of Mind... and that might be where the issue is with this subclass for me. Int is not a stat you typically see very high, so those saves will be low, meaning you just aren't likely to see them succeeding. You are still a fighter, so you need STR or DEX and then Con to stand on the front lines. Tying so many abilities in with a tertiary stat is just leaving me feeling a little underwhelmed.
I like the Soulknife though. Yeah, bonus action bloat, but it is a bonus action you are doing at the start of the fight, so it hurts less. I think I would have liked the option to do a single blade of d8 and then two for d6's. I also agree the blades should get some scaling at higher levels. Maybe let you copy an enchantment for an attunement slot?
That extra hp could be big. Rogues can afford to have Int as their second highest, so I could see this netting a mid-level rogue 15 hp. I think the walking speed is a weak option though. I'd either make it 10 or think of something better to fit there.
I'd let Psychic Veil keep the invisibility to a creature if they are frightened of you. Let that Terrifying Blade do some extra work and be a huge boost for 1v1 which rogues usually can't do.
Spells
Cantrips
Mind Sliver. It's the same as it was. Still possibly OP.
1st Level
Id Insinuation. Some hard control and extra damage. Totally worth a spell slot.
2nd Level
Mental Barrier. Its a slightly more powerful Absorb Elements, tuned to mental spells. Worth having in general.
Mind Thrust. Deals some damage, and gives out some control for a round. Targets INT, which is great. Can be upcast for multiple targets. Good for generating momentum in combat, but not something to pick as a first option.
Thought Shield. It's a low-level Mind Blank + Glibness. Yes, it's downscaled, but damn that's nuts!
3rd Level
Psionic Blast. No, this won't turn you into an illithid. Lower damage than a Lighting Bolt, but makes up for it by also pushing and knocking the targets prone for a bit of soft control. Probably as good as Lighting Bolt in general practice.
4th Level
Ego Whip. Soft Control on Warriors. Hard Control on non-INT Casters. The juicy bit is that it inflicts disadvantage on saving throws, including future saving throws against itself! Their only chance is to run away.
5th Level
Intellect Fortress. Saving throw advantage to you, and you can use your reaction let your friends re-roll a failed save. Not quite Circle of Power, but Wizards don't get that anyway.
6th Level
Psychic Crush. 60 seconds of Stunned on an INT save is really good. Adding 12d6 save-for-half worth of injury to that insult is amazing. Having all that on a 6th level spell with no Concentration absolutely bonkers.
I'm really surprised that Ego Whip is getting good reviews here. I found it was actually a really bad choice for a 4th level spell. Instead, I would look to Hold Person.
Ego Whip targets 1 creature
Hold Person Targets 1 humanoid per spell slot above 2nd.
Ego Whip gives you disadvantage on attacks, ability checks, and saves. Plus you can't cast spells.
Hold Person prevents you from taking actions, and you auto fail strength and dex saves. Plus, anyone within 5 ft auto-crits on you.
I guess Ego Whip is fine if you are fighting non-humanoids, but you get Hold Monster at 5th so... is it just the fact that Ego Whip is hard to get rid of, since it gives disadvantage on it's own save? It is still taking your concentration slot and it isn't giving as much value as I would expect.
Mind Thrust is a Bonus action, which opens up comboing it with Mind Sliver or a different action. That is some great value to try and get a target or group of targets to run. I rarely see forcing enemies to run as being very useful, but making them waste a turn they could be using to kill you is obviously worth it.
I essentially agree with most of the rest though. Some of these are very nice spells.