Psionics is not broken, the player is broken. Like an old saying, "Guns don't kill people, People kill People!"
Yes there are combos in almost every class that become broken. The thing is for the DM and player to work outifthere is a problem. The original starting post with the wilder shows basically a strong one trick pony.
Now it is coming down about the argument the shapers or those who use Astral Construct. The argument that you get one good creature vs 1-3 slightly weaker creatures is not a problem that many make it out to be. I would rather have more creatures because it takes more attacks to stop them. Wizard/Sorcerers have as much utility as a an astral contructer. Their access to any creature on the lists that have as much utility with all the different abilities as on the astral contructs ability list.
Below is my psiforged shaper currently in play. He is not a god. He is good but any one that can get in close will win. His tactics are to get enough shields between him and the enemy and then blast then to death. That is what a Summonners strategy is as well.
Now my group has awarded me with Steve Jacksons Munchkin's guide to power gaming because I am an efficient player. It is the player who makes the appearance of brokenness not the rules. If a DM has a problem, he should talk with the player of changes to make it more balanced.
Broker
Warforged Psion (Shaper) 12
Neutral Medium construct (living construct)
Init +0 Senses Spot +4, Listen +4
Languages Common, Draconic
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AC 12, touch 10, flat-footed 12
HP 65(-1) = 64 (12 HD)
Fort +7, Ref +4, Will +10
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Speed 30 Ft.
Melee MW Staff (+7/+2 1d6/1d6) or MW Dagger (+7 1d4)
Natural Slam +2 (1d4)
Ranged MW Lt Crossbow (+7 1d8)
Combat Options Greater Concealing Amorpha 50% miss chance
Base Attack +6/+1, Grapple +6
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Psionics (ML 12th, ranged touch +6, PP 162/7/7)
1st (1) – Astral Construct, Vigor +60 HP, Mind Thrust DC 21 12d10, Grease, Force Screen
2nd (3) – Ego Whip, Repair Damage, Concussion Blast, Swarm of Crystals 12d4, Share pain, Levitate, Energy Missile 12d6 DC 21 (5 Targets)
3rd (5) – Ectoplasmic Cocoon, Time Hop, Energy Bolt
4th (7) – Fabricate, Energy Adaptation, Telekinetic Maneuver, Freedom of Movement, Dimension Door
5th (9) – Hail of Crystals (12d4/spec DC 21), Plane Shift
6th (11) – Crystallize DC 21, Temporal Acceleration, Psionic Contingency
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Abilities Str 10, Dex 10, Con 14 (16), Int 18 (22), Wis 13 (15), Cha 7
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SQ Immune to Poison, Sleep effects, Disease, Paralysis, Nausea, Fatigue, Exhaustion, effects that cause the sickened condition, Cannot Heal lethal damage naturally, ½ effect from cures spells, Does not need to eat, sleep or breath, Composite Plating, Natural Slam 1d4
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Feats Psiforged Body, Combat Meditation, Psicrystal Affinity, Boost Construct, Expanded Knowledge (Energy Missile), Empower, Psicrystal Containment
Skills Conc 15/+18, Psicraft 15/+24, Know (Psionics) 15/+22, Bluff 13/+11, Craft Sculpt 15/+23, Search 0/+5, Profession Sailing 3/+4
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Psicrystal
Alertness, Improved Evasion, Self Propulsion, Share Powers, Sighted, Telepathic Link, Deliver touch powers, Telepathic Speech, Flight, PR 16, Personality Artiste Sculpting (+3 to craft) Str 1, Dex 15, Con -, Int 8, Wis 10, Chr 10, HP 32, AC 21, Touch 21, FF 19, Init +2, Climb +14, Listen +6, Move Silently +6, Spot +6
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Action Points 11/2d
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Possessions
Elixer of Fire Breath, Dorje of Repair Damage 3d8+3 (50), Psionatrix of Metacreativity, Psionatrix of Greater Concealing Amorpha, Magic Headband of Intellect +4, Amulet of Health +2, Multi-faceted Persona (+2 to any stat), Cognizant Crystal (7)