I would think that while the Wall of Stones were being cast, the marilith would continually be slapping them down...
Considering the number of rounds it'll take to drown a maralith anyway (Create Water doesn't actually create all that much water), you'll need to deal with that regardless.
My guess is that the melee fighters will rush to engage, the cleric casts prayer the first round, the psion casts a defensive spell... next round, melee attacks, the cleric heals the most damaged combatant, the psion casts one of his ranged touch powers.
The party would need the cleric's healing ability (plus, a possible Revivify in there as well...) rather than casting Wall of Stone while dodging 400 pound boulders being tossed at her with the marilith's telekinesis.
If she's confined to a particular room (that is, she can't melee unless you close), and she can't really run away, that's not how you want to run it.
Everyone pulls out the ranged weapons. Psion readies a touch-attack power to disrupt activation of her spell-like abilities (she doesn't have any offensive Su abilities by default), and everyone else stays outside her limit and attacks with ranged effects. As long as she can't close (and provided the Psion makes all the touch attacks, and provided the Maralith is "vanilla"), that'll kill her with much less in the way of risk.
Also, what do you mean about those two Gestalt characters? They have good touch ACs? Where can I get info on Gestalt characters?
Gestalt is a campaign variant introduced in Unearthed Arcana (or was that Arcana Unearthed?) and reproduced
Here, as most of UA is Open Game Content.
And yes, those two characters get good touch AC's. Charisma as a primary casting stat for the Sorcerer side, Monk grants Wisdom to AC, and the Ascetic Mage feat (Complete Adventurer) changes the Monk's Wisdom to AC to Charisma to AC... and the Monk bonus applies to Touch AC.
You can also do it with a normal Sorcerer - it just takes an additional feat (Improved Unarmed Strike), and a particular item (Monk's Belt) (total cost for Charisma to AC, permanently: two feats, one Core item).
The two builds in question also get Charisma to saves...
If you press, you can get Charisma to AC/saves more than once... but that's rather cheesed out.