
lemeres |

Mind Sword archetype Paladin appears to be what you want.
It plays off of the rules of the universalist school's 3+int/use ability- it takes your weapon, has it fly over to the enemy, does an attack, and returns so you can do it again(paladin's version uses cha stat for attack roll). However, the archetype actually makes this ability useful since it has actual BAB worth using and it gives the ability the option to full attack.
Overall, this has limited uses, but it appears to be what you are looking for. The ability to just get your weapon to jump up and do all of the attacking. Due to the limits, it is more of a supplement to a melee character when enemies are outside of full attack range.

Temperans |
If it's about carrying allies, then Telekinetic Haul works well (you gain a huge carrying capacity). There is also the Telekinetic Charge spell (gained via Kinetic Invocation Feat), which allows you to spend your turn to make an ally charge; Imagine making the pounce barbarian pounce on turn 1, followed by an immidiate full attack.
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Mind Sword definetly handles the telekinetic weapon better. But besides the full attack part, I see Telekinetic Boomerang as being the better option. It has no real usage limits (its burn cost is easily removed), deals more damage on standard actions, and its not limited to weapons (a tiny pebble works just as well).

Temperans |
Hmm I just remembered (after first confirming), the Flying enchantment let's you send a weapon to attack up to 30 ft away, but has a 4 rd duration before it fall on the floor.
Also, the Sword Binder Wizard does get an upgraded Hand of the Aprentice ability. (I can't believe I forgot this)
* The better option for this might be a Blade Bound Arcanist Edritch Knight, with School Understanding (Universalist) and Arcane Weapon (to eventually get Dancing, the melee version of Flying).