OK, couple of suggested edits, put in bold
Suggested edits reasoning:
Pure TK shouldn't be getting Critical Thinking because it doesn't have TK Fighting!
Unarmed TK shouldn't be able to use TK Fighting with normal weapons, and as such shouldn't be able to use them like that at all (you can still use weapons with force blast of course!). Gave them a critical boost because otherwise they gain no beneift from their main weapon with Critical Thinking, so now they gain a late (levels 11-18) progression to try and keep up with all those pesly party members who have actual corporeal weapons to enchant! Similar reasoning led me to add in their anti-DR progression.
On a related note, why shouldn't we take out this: 1/2*Charisma Modifier*(Invested Hands + 1), and replace it with the faaaaar simpler and yet reasonable: Charisma modifier *(1/2 Invested Hands). It's a simplification (needed) and also a slight nerf which I think they may need if we are to give them the anti-DR and critical progressions (which make them a far more rounded combatant imo)
Also, The Augur is sat outside the Savant spoiler dude, just noticed!
I'm all up for putting a link to your current summation of the class + extras, PM bob with the link and ask him to copy/paste to the top of his post, probably better than putting it into the class post itself.