Endless Dance
Your blades spin ever onward.
Prerequisites: Feather Fall as a class feature.
Benefits: Your per-day limits on durations or castings of most Telekinetic Bladestorm Spell-like abilities are doubled. If an ability has no such limit*, you instead gain +2 to your caster level for it. Telekinetic Super Nova is an exception to this rule, gaining only a single additional use per day (provided you have that ability in the first place).
*This includes if the calculated duration per day exceeds 24 hours and has no way it gets reduced other than time spent active... so NOT Telekinesis.
Heavy Weapon [Fighter]
Your telekinetic grip can be focused to enable the use of heavier weapons.
Prerequisites: Telekinetic Wield
Benefits: You gain proficiency in a single two handed simple or martial melee weapon, and may telekinetically wield one two-handed simple or martial melee weapon you are proficient in. Such a weapon counts as being wielded in two hands (increasing its wisdom-based damage bonus, effectiveness of Power Attack, etc.). All your other telekinetic wield weapons must still be light or one-handed.
Normal: You may only use light and one-handed weapons with your telekinetic wield.
Special: You may take this feat more than once, to a maximum of the number of the number of attacks in your highest Mode. Each time it grants proficiency in an additional two-handed simple or martial melee weapon and allows you to wield an additional such weapon as part of your telekinetically wielded weapons.
A multi-classed fighter/telekinetic bladestorm may take this as one or more of his fighter bonus feats.
Scholar of the Kytons [Fighter]
Even the sinuous links of that most many-jointed of weapon is not beyond your telekinetic grasp.
Prerequisites: Telekinetic Wield, Heavy Weapon x2
Benefits: You gain proficiency with spiked chains and may treat them as martial weapons for purposes of telekinetic wield. Note that this does not increase the number of two-handed weapons you may wield.
Normal: You may only use light and one-handed simple and martial weapons with your telekinetic wield.
Special: A multi-classed fighter/telekinetic bladestorm may take this as one of his fighter bonus feats.
Shield of Blades, Lesser
Your whirling blades can intercept attacks.
Prerequisites: Orbiting Blades as a class feature.
Benefits: When using Orbiting Blades you gain a +1 shield bonus to AC.
Shield of Blades
Your whirling blades form a formidable defense.
Prerequisites: Shield of Blades,
Orbiting Blades as a class feature.
Benefits: Your shield bonus from
Orbiting Blades is now +2 or half your wisdom bonus
rounded UP, whichever is higher.
Shield of Blades, Greater
Your whirling blades form a formidable defense.
Prerequisites: Shield of Blades, Orbiting Blades as a class feature.
Benefits: Your shield bonus from Orbiting Blades is now +4 or your wisdom bonus, whichever is higher.
Spring Trap (Needs a better name?)
Prerequisites: Telekinetic Wield, At-Will Mage Hand
Benefits: You may cast Open/Close as a Telekinetic Bladestorm spell at-will. Your caster level for this ability and Mage Hand are doubled (after adding any other bonuses to caster level). If you have or later acquire Telekinesis as a Telekinetic Bladestorm class feature then its caster level increases by 2. This stacks with the bonus from the Endless Dance feat (although that would probably require several epic feats that I haven't written yet).
Swift Blades
Your blades can close with the enemy quickly or keep up with you when you must flee.
Prerequisites: Telekinetic Wield
Benefits: Your telekinetic wield speed (NOT your flight speed, but the speed of your telekinetically wielded objects) increases by 30 feet if your caster level for Telekinetic Wield is 10 or less, or 60 feet otherwise. (This feat is favored by the most fleet-footed of telekinetic bladestorms, or those who favor moving their Galaxy of Blades over enemies.)