I thought I'd take a moment to give my specific thoughts on the psychic-only spells in the playtest.
Mind Thrust: Unfortunately made necessary, if only because it's the only way to deal hit point damage at most spell levels. Otherwise, it's just second class damage for most of its lifespan. Not multi-targeting, it's mind-affecting- pretty weak stuff for damage dealing when benchmarked against what sorcerers get at similar spell levels.
Ego Whip: At 6th level, would I take Ego Whip I, or would I take Haste or Slow? No question in my mind that Ego Whip is not a compelling offering at levels where it becomes available. Benchmarked against a comparable sorcerer, would I rather have Ego Whip to stagger a single enemy for a single round, or Stinking Cloud to nauseate multiple enemies simultaneously for rnd/lvl? Or use Dazing Spell metamagic with a fireball at higher levels? The choice is, again, unfortunately clear. My suggestion: Make it a swift action spell.
Id Insinuate: Would I rather take Id Insinuate, or Confusion at 8th? Clearly, a spell that affects an indeterminate amount of enemies in a radius for rnd/lvl is superior to a concentration only effect that hits a single foe. Id Insinuate becomes a bit more compelling at higher levels, because of multi-targeting and because of favorable confusion rolls- but I'd have to think very hard about taking the spell if I had Confusion in my spells known list in order to stretch my meagre spells known resources. My suggestion: Make it a swift action spell.
Psychic Crush: Here's something worthwhile to take. A real save-or-die spell. I really like this beast at higher levels- and frankly, it replaces Mind Thrust at those levels. Finally, here is something where I can't point at the sor/wiz list and go "why would I ever want to take this, given the alternatives?"
Thought Shield: I like the immediate action to use, but the difficulty is the extreme situational nature of the spell. Within its narrow niche, effective. I would perhaps take this as a late-level pick for its spell level, otherwise I'd give it a pass.
Mental Barrier: These are great spells. Immediate action to cast, very high bonuses to AC. What's not to love here? Here's another spell I'd take over some comparable offerings at their levels.
Intellect Fortress: Another suite of spells that are difficult to recommend. Very situational and specialized: an area-affect thought shield. Deals only with mind-affecting effects. The Immediate action to use is its major saving grace. As with thought shield, I would perhaps save it only for a late-level pick at its spell level.
Tower of Iron Will: As with intellect fortress and thought shield, these are very situational and difficult to recommend without a heavily psychic campaign. Immediate action to use is good. Perhaps a late-level pick- but by the time you get access to these, you are already at late levels. So probably would get a pass from me entirely.
Where is Psychic Blast, by the way, if we're adhering to the 10 classic modes? Mind Blank is in the list.
I think that these spells, in general, suffer from a spell-list comparables problem wherein the spell does not match favorably with other spells available at that level. I'd keep current with Mind Thrust, but only because I am pretty much forced to- where else is my damage dealing capability? And I'd keep current with Psychic Crush, because that's a bone fide nasty spell. Mental Barrier is also strong, but I'd probably give the rest of these spells a miss due to weaksauce problems.
That brings me to a crucial point- how exactly is the psychic supposed to deal damage? The psychic cannot deal area damage at all, and only weak single-target damage. I don't know of too many other classes in the entire game so entirely dependent on the presence of party members who can actually kill monsters. Obviously Pathfinder is a team game, but must I point out the incongruity of a 20th level psychic that sadly got locked in a room by himself and eaten by that mindless dung beetle?