Psionics, to me reflects power from within as opposed to power from without (arcane) or power from the gods (divine). I feel that the concept, while solid, doesn't fit well with a "classic" fantasy medevil rpg. Actuallt, in 4E, I feel it actually works better but, since I REFUSE to play 4E, the issue becomes irellevant. Perhaps Psionics would be better recieved if the way the mechanics worked were more in line with core mechanics. Prime example: 3.5 psionics used a point-based system for allocating powers/day. You had unlimited access as long as you had points to spend. Spellcasting, however, is limited to spells/level/day. See the problem? Already, when you approach psionics, your attitude becomes different because the approach is different. I have long thought it silly for Wizards to be stuck with (X) spells/level/day. Really, would you, as a potential spellcaster really be happy with that situation? I honestly cannot think of a single example in any storytelling I've ever heard of where this was the case. I know this runs right over the Sorcerer but not really. That issue would then become a larger list of spells versus an "arcane" background with unusual powers. Another issue I have is that if psionics aren't introduced at the very beginning of the game (and I mean the VERY- as in now- beginning), you have to backtrack and adjust for EVERY SINGLE THING to fit. That's entirely too much work. Even game designers have to keep things in mind when they come up with a new NPC and the bigger the game gets, the worse the problem becomes. Basically, it comes down to this: if psionics aren't introduced in core rulebook 1, they never fully integrate. Solve that and I think you'll be okay.