Point system + Individual powers (dictated by discipline/thematic groupings) + Point Recovery & "Overextending/Pushing your Limits" Mechanic.
Done it. It works. It's flavorful.
"Psychics" all draw from the same pool of "Talents." These are minor and/or general "mental powers" that can effect their own minds (mental defenses, attacks, and such), minds of others (psychic or not), and the physical/mental/and-or spirit worlds. These are your only powers until 3rd level when your mental training (or predisposition) leads your powers to focus into a specific type/suite of psychic ability.
Specific powers are decided by...well, I guess the equivalent of a 5e subclass. A Telepath feels/plays different than a Telekinetic, which feels/plays differently than a Clairvoyant or Empath or "Psy-Warrior."