Going with a STR based hexcrafter bladebound myself at the moment, using Enforcer + rimed frostbites for fun, shocking grasps(lineage) or Brand for damage or melee, and evil eye when nothing else seems appropriate. Fly hex is useful, but not mandatory (you'll be using overland flight at late levels, and can get flight with Monstrous physique, if needed).
You _can_ push power attacking until level 7 and Intensified spells up to level 9 (the difference with damage potential isn't all that significant when compared to monster HP before that), if you need the feats for something else (I'd go for Big game hunter for a nice, fairly generic to hit/to damage boost).
For a decent debuffing experience I'd suggest getting extra traits (spell hunter or metamagic master for fireball) and get that sickening spell for it. Add lingering pain arcana for versatility, and you'll have a nice "negative bard" character targeting pretty much any save you want, with multiple elements in case of resistances. Add those funky [force] spells that magi have, and you can try some maneuvering as well.
A bladebound magus suffers a bit from the smaller pool, and even with that intelligent weapon nastiness to be expected from your GM, it's still worth the trade in my book. If you can pick up both human and elf FCBs, you'll be able to compensate for both the loss of one arcana (elf FCB) and the smaller pool (human FCB).
The thing about hexes is: Every single debuffing hex is a (Su) ability, and as such, not subject to spell resistance (or globes of invulnerability). Even if you take just one or two, you'll have a really good tool for higher levels.
Even when you aren't doing top damage, you'll be saving your party's hide with debuffing goodness.