I'll add those in later. Good catches :)

But for Greater TK fighting, I liked the standard action bombard. Its one attack roll with penalties per weapon. I would rarely chose to do it unless I had a truly absurd amount of weapons if it became full attack action. I don't think it's too powerful as standard. But instead feel it is just enough...

As for Critical thinking, I like it. I suggest have it be multiple stages.

First is at level 3 where weapons wielded in TK fighting get their crit range (add a line in TK Fighting that says they don't get it at first maybe).

Then at 11 weapons wielded get the bonus of being treated as though you had Improved Critical, you do not get the feat and the effects do not stack with other sources of critical range improvement (or however that is worded).

Finally at 18 all weapons wielded with TK Hands, weather for TK Fighting, Force Blast, or any other ability get their threat range and are treated as though you had Improved Critical.

How's that?