Well, I assume the forum closings have kept you away, but I'll go on and do Setting Sun for now at least. I think this one has the most maneuvers with...issues in general. And it's nice to see some grapple-focused maneuvers finally, though I'm not sure I like these...
Setting Sun
Crushing Setting: Seems too weak. Full round action pin them (after getting them into grapple in a prior round) and do 2d6 + str damage? Tiger Claw has a level 3 stance to deal 2d6 +1.5x str whenever you want with a grapple check. Aside from boosting it, I see no reason to require it to be a full round action.
Dance of the Thousand Handed Monk: It's cool, if a mouthful. I think it's kind of strong for level 4, maybe level 5 would be better. It'd also be kind of cool to allow people with Stunning Fist to use that DC if it's higher (without expending a use). And at level 5, it's probably ok to be reduced to a standard action.
Downdraft Crush: Way way way way WAY too situational for my tastes! The full round action means you're looking at a "set-up time," too! I honestly think it's silly and don't like it enough to try and think of a revised version. Maybe someone else can.
Fell the Mighty: Seems very situational and somewhat weak, IMO. Maybe for an NPC to stick it to the Shock Trooper Leap Attacking Frenzied Berserker PC. But I can't see any player ever taking this.
Fell the Mighty, Greater: Obviously, based on the lesser version, I think this is "weak" (or rather, too situational). At least it's fairly low level and fully transfers the PA damage this time, so I suppose it's worthwhile. At the least...it costs only 3k to use it once/encounter (sandals of the SS)... Not sure it needs to require 2 maneuvers known, 1 might be sufficient. Other than that...seems fine.
Knockout Throw: I think the stun duration is a little too long. Other than that, not bad. Maybe put it to level 6 and reduce it to 3 rounds? 5 round stun is basically save-or-lose, pretty powerful for a maneuver. Even at 3 rounds, it would be impressive.
Merciful Precision: Seems fine. I'd allow the adept to choose on each attack whether to do lethal or nonlethal, rather than force him to do nonlethal.
Reverse the Blade: I have tons of problems with this. First of all, the ridiculousness of making an emey hurt himself with his held longspear, for example. If he were attacking with it and you did a badass parry...a little more believable. Also...this IS limited to held weapons and not unarmed strikes and natural attacks, right? Or rather, limited to "weapons that could be disarmed." This also seems really powerful for level 2, getting hit with some weapons can really hurt. And it's not very clear. Do you take the weapon's base damage + enhancement bonus? Extra dice for energy and such? Adept or victim's str mod?
I really think this sort of thing is better handled as a counter, and many maneuvers already do similar things. Just look at Fool's Strike, in the exact same discipline. High level counter to deflect the enemy's attack back upon himself. I would get rid of this maneuver. If not, raise the level a bit and clarify it.
Rolling Pin: 1) Are the opponent's allies aware that they can only harm him if they take AoO's? It seems rather impressive to automatically throw him in the line of fire every time, though it'd only apply to his allies' attacks anyway, I guess. The standard is you can melee into a grapple flawlessly.
2) "Use the lower of the grapplers' AC..." What? That just sounds silly!
3) Ok, now you're throwing him out of the grapple, too? You're doing an awful lot for a single opposed check...

4) Make the DC standard 10 + level +stat. If you want it to be outrageously high (which it would be if based on grapple check), make it level 8 or 9 at least. Swooping Dragon Strike has a 1 round stun with outrageous DC and same bonus damage, but will often be difficult or impposible to pull off, doesn't include a chance for more damage, has no other beneficial effects like moving an enemy and leaving him prone, and...really is teetering on broken anyway (ie, we don't need more things like it). I assume the original author was using SDS for comparison when designing this, being the same level and so similar in end effect.
Spellblind Strike: Seems fine. Also seems kind of redundant, since you need to be in melee range to use it, and thus have an AoO anyway. But, for casters who can easily cast defensively, I guess it has a purpose...except if they can make DC 15 + spell level, they can probably make that DC, too.
Stance of the Refracted Strike: Kinda makes me think of the Krav Maga circular defense system, cool. Seems fine. I'd just like a rules query answered. Do you need to be suffering from being flanked to get the benefit? As in, what if you have Improved Uncanny Dodge, are a Beholder, etc...?
Updraft Crush: ...Wow, I really can't say this any nicer. This has to be one of the dumbest, weakest, AND silliest maneuvers I've ever seen. I'm sure whoever wrote it up thought it was a cool image in his/her head. Heck, Nene in Samurai Warriors / Warriors Orochi is one of my favorite characters, and she has a move very much like this. The Shrike Rune from my favorite videogame series, Suikoden, also basically does this. But...it's a full round action with melee range. And then it has a 3 round onset time after that. With no rules for what happens if they break out of the grapple or pin you before then. The 10 ft up per initiator level is just stupid, especially taking someone up with you. Sure makes jump look pathetic in comparison. And after ALL that...it does really weak damage for its level, unless you can actually take them up really far. IMHO, it's not even worth saving this one...scrap it. Oh, two other things. 1) What about if the foe has a ring of feather fall? 2) If you fail to grapple someone, they don't get to try to grapple you. That line of text is unneeded.