Firstly, NOOO!!!! You can't activate 2 different standard action abilities with the same standard action, that's called a baaaaad idea! You can split up your hands to different targets or focus multiple hands on one target with equal ease, but only with a single ability at once.

TK fighting excels with battlefield control within a group, force blast is for selfish combat more than group play. Depends on your immediate preference and the situation. Idea is, these guys can adapt their tactics to encompass group dynamics AND awkward encounters.

The multiple attacks at a single target should be clarified. When I originally editted the class, I made a few assumptions, most of which seemed right but a couple of things got lost in translation. The idea is this:
You can make multiple attacks with force blast, for each additional target you take a -2 penalty. If you attack a single target with 3 hands, and another target with 2, then you take a -2 penalty to the single attack roll, and apply that to both targets. The reason it's only 1 attack roll is because the idea is an all or nothing approach. The more you split up the attacks, the more likely you are to miss everything, this is absolutely fine considering you could potentially strike every enemy in a combat with a single standard action. This class isn't a melee build, it's not a blaster build, it's oddly somewhere between the two, and I believe the balance works OK. Clarification is needed though, certainly.

I've considered making feats which would allow a small amount of merging abilities (2 standard action abilities may be used as a full round action, two move actions become a standard, blah, blah, blah!). Not sure about balance, would have to look carefully at the numbers.

With regards to the (Su) thing, it's bang in line with soulknife, which is as close as WotC got to this type of 'specialist psion' class. It's not really imitating any one power, so psi-like isn't really appropriate. If you want some psi-like stuff, then gimme a few days, I'll be creating a series of ACF options for 'psionic discipline domains', the first of which is already done here:
The Mentalist:
Spoiler
Show
Not only do you have the ability to warp the physical world with your mind, but you can warp the mental state of others too.

Change the Telekineticist's BAB to average progression (like a cleric). You are not as martially minded as other Telekineticists, but your understanding of your powers stretch to the abstract far more than others.

Warp Mindstate.
Replaces: Telekinetic Reach, Martial Skill, Critical Thinking.
At 1st level you start to gain a number of Psi-Like abilities as you progress, as listed below. Each ability requires a number of hands to be used, equal to the level of the power simulated. Hands used this way are considered used until the beginning of your next turn.
1st level. Psionic Charm. Usable 3+ con modifier times per day.
3rd level. Psionic Suggestion. Usable 2+ con modifier times per day.
5th level. Hostile Empathic Transfer. Usable 1+ con modifier times per day.
7th level. Psionic Dominate. Usable con modifier times per day.
9th level. Mind Probe. Usable con modifier -1 times per day.

Power Overwhelming
Replaces: Far Trick
At 4th level you gain the ability to augment your Warp Mindstate with additional hands. Each additional hand counts as 2 power points for this purpose. You begin being able to use only 1 additional hand in this way. You may use another additional hand for every 4 levels thereafter (2 extra at 8th, 3 at 12th, etc, to a maximum of 5 additional hands at 20th.)

Mind's Eye
Your Mind's eye ability gains the following enhancement:
You may improve your Mind's Eye ability with the use of an additional hand. You gain the effects of the Read Thoughts power with 2 differences:
The area becomes that of your Mind's Eye ability.
Creatures with an intelligence of 26 or higher (and at least 10 points higher than your own intelligence score) no longer stun you if they are read. Instead, you simply cannot comprehend the thoughts you read and therefore gain no effect for the purposes of these creatures.

Master of the Unseen/Far Hand (whichever one bobthe6th chooses!)
Remove this line from the ability:
"You no longer take range penalties to your far tricks."
Add this line to the ability:
You count as using two more hands when augmenting your Warp Mindstate abilities (so if you were to augment with 2 extra hands, you would count as having used 4 extra hands instead).


Use rope is a silly omission, and perhaps hide, spot and open lock would be amusing, but I dunno....leave that to bobthe6th to decide methinks!

The idea of a +2/additional hand had crossed my mind already, but I'm afraid it may become FAR too much at later levels, for instance a PureTK deciding at level 12 that he'd like to grapple that dragon over there, and pinning it without breaking a sweat....

Thankyou for the PEACH though dude, stick around a while and we'll try and iron out the creases for you!