Interesting choice with Persistent Power, I like the idea of using your Wild Surge to apply a Metamagic feat instead of just increasing damage. I'd note that you currently only have 1 power that allows a saving throw, but don't really have any better suggestions for a Metapsionic feat.
Persistent Power will also help with your Energy Missle/Energy Ball powers, making it more likely to deal full damage. Good as a proof against bosses rolling well on their saves. (Also, from a balance perspective, it will seem more fair and help avoid NOVA problems)
Extend: don't bother.
Empower: this gets better as your levels get higher. Right now it's no more efficient than just using those 2PP to augment for more damage. It would be a late game choice, I see it as roughly equal to Persistent Power.
Improved Initiative: while blasting early in the round is nice, I think you'd be better served picking up something that actually affects your blasting.
I approve of all the things on your "to get" list. Probably in that order as well.
For some fun flavor: would allow you to capture people pretty easily.
Powers:
Mind Thrust is a great opening plan for damage.
Minor Metamorphosis is an amazing buff
Crystal Shard is a good way to avoid Elemental damage.
is also a good choice.
Note: with all Energy spells, when you start your Psionic Focus, you will pick 1 energy type [Cold/Electric/Fire/Sonic] and that is the element that your Energy spells will use. You can change your choice by regaining psionic focus (full round action until you get that Psionic Meditation you plan on getting).
Energy Ball vs Energy Missile: I'd honestly say get both. Energy Missile is going to be your go-to for AOE damage for a while, but Energy Ball is Long range which will allow you to potentially open up with a volley or two before the group can close.
I'd say consider the Energy Bolt, but honestly it probably won't be that useful. You have the right idea about the other attack patterns.
Defensive Measures:
Inertial armor is a very nice and cheap armor buff. it already matches +1 Chain Shirt if you Surge it. 1PP for 6 hours of a +1 armor sounds worth it to me.
Note: when you Wild Surge your Manifester level is increased, so your buffs also increase in duration. Inertial Armor would also be augmented for an additional point of armor with Wild Surge at this level (1PP for 5 Armor for 6 hours is VERY efficient)
Force Screen: not bad, but since you can wear a normal shield, and the duration is only min/level I'd avoid it.
Vigor is not that great. You have a Vitalist in the party to handle healing, and your PP would be better spent on buffs I can't give you, or that patented Wilder DPS. Actions spent manifesting this are actions NOT spent killing bad guys.
Level 2 powers: Stick with Minor Metamorphosis. It scales, and I want to steal it from you starting next level 
Psicrystal: Concentration or Fortitude. Skills are cheap to raise. Fortitude is more expensive, and tends to be costly to fail. Concentration is even harder to raise. (15+(2 to 18) vs 1d20+ level + Charisma is your main concentration check, and you should be looking to boost your Charisma to a +9 before we hit the high end of those DC's. so DC 33 vs 1d20+17(level when you need to make this check)+9 is a win on a 7) There's a feat that gives +4 for Manifesting Defensively, which wouldn't be the worst idea. Though you should avoid being in melee if possible 
Next level plan: take either or with your Expanded Knowledge bonus feat. Use your HD5 feat to pick up Psionic Meditation
items to look for: Cognizance Crystals! they're basically rechargeable PP batteries. Note: when manifesting a power, all of the PP has to come from the same source (the Crystal, or your PP pool, not both).
feats to look at: if you're looking to go Astral Construct at some point. This would probably make a good HD7 feat.
With Surging Euphoria, you would most likely want to open combat with a Saving Throw spell (such as Mind Thrust) and then follow up with Ray type spells afterwards (assuming 1 important target) to make use of the Morale bonus on attack rolls. At average BAB progression, and with a decent Dex, you should be able to hit a lot of your ranged touch attacks. Talk with Dai about Warmage's Gloves (or something like that, can't remember the name/source at the moment) that give a bonus on attack/damage with Rays.
Hope that helps!Statistics: Posted by Squall255 — Fri Jan 15, 2016 1:10 pm
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