@Cyrad mentioned action economy which is really the only point you can give the player meaningful choices if they have no pool/resource/per-day abilities.
There are a couple of ways you could work this. One would be to have different abilities become available starting at a certain level and have their use tied to a particular type of action e.g. standard, move, swift, immediate, free. Then you can have them "scale" upward in "speed" at a certain level.
So "Uber Attack" becomes available at level 4 for a standard action, granting one attack with a +20 modifier with a bonus +80d6 damage (your numbers may vary a little :) ). At level 8 it becomes a move action. At level 12 a swift action (no point in making it immediate or, heaven forbit, free).
Now create a set of abilities to choose from, with meaningful non-trap choices, and limit the number of abilities the player may choose, and you have a kinet-... you have a class that doesn't require much resource management and has always on abilities with no real restrictions on use.