I don't think it's fair to dismiss his entire thread subject like that. Of course it's a very minor quibble over some throwaway lines, I'm sure the OP is aware of that. All fluff is always changeable, I'm sure the OP knows that too.
Some "fluff"--a term I loathe to the core of my being, incidentally--is more changeable and some is less. In 4E, I had a player who wanted to use the artificer rules. The artificer concept didn't work for my campaign, so I told him, "You can use the mechanics, but you have to reflavor them as something else." It was a total failure. The player kept using the existing names for powers, and his efforts to change the descriptions were desultory and unconvincing. (In fairness to him, he was using the 4E character builder, which offered no support for such things.) I was left in the position of either living with it, rewriting all that stuff myself, or telling the player he had to rebuild his character. That experience made me a lot more skeptical of the airy, wave-of-the-hand "Just re-fluff it!" suggestion often heard on these forums. "Re-fluffing" can be a lot of work.
Likewise, as a non-fan of the Far Realms, the Great Old One warlock patron grinds my gears. You really can't take the Lovecraft/Far Realms theme out of that subclass--it's woven through every bit of it. Spell names, special abilities, everything ties them together.
If the psion (excuse me, "awakened mystic") class ends up being like that, I'll be the first to complain. And I agree with the OP that it bears watching. However, what we have right now is different. The Far Realms stuff is all contained in the introduction, which is pretty much never referenced in play. It's still not ideal, but it's a lot easier to excise. To me, this is tolerable.
I think they really should try to embrace the inspiration for psionics in it's oldest forms, and I think it can be done seriously and be a lot of fun. As far as theme, however, this just cleaves too closely to magic and it's origins and inspirations.
I agree with this. I don't mind the current theme, but I'd rather it moved a bit more away from magic and a bit more toward pseudoscience. The dead hand of J.R.R. Tolkien lies far too heavily on D&D as it is. (The irony here is that the Far Realms is copied straight out of Lovecraft's Cthulhu mythos, which is nothing
but pseudoscience. They kept the tentacled extraplanar horrors and got rid of the science fictional elements, which IMO is exactly backward.)