2: I'd take Thermal Sunder, myself. Better damage type and Disarm is borderline worthless. They have the same damage calculation.
3: Psituned Vitality is generally considered better, especially if you want to use powers. I could see a build that focuses on Evasion, though, especially with the +10 from Levitation.
4: Psychogenic Vim. In theory, Vitality Siphon is infinite sustain, but it's distinctly inferior as a means of restoring Energy. Somewhat more practical if you have a means of restoring Energy between fights (like Hand Milk) or are willing to carry and use Power Potions.
5: Gravity Flux can set up Geothermal Spike and Trip is guaranteed to negate turn from the target, if you don't KO them first. It's resisted by Willpower, which is surprisingly low on a lot of enemies.
Entropy Waves is pretty decent, especially against groups. Debris Field + Entropy Waves almost takes care of the Zaika Gangers by themselves.
6: Third Eye Aim. Especially if you're planning on using something that boosts Intelligence above normal Maximum. You get the full value of your weapons as Stat Sticks. Now that it works with Stun/Trip/Stagger/Freeze/Burn/Blind it's the clear winner. Especially since it has a better calculation than the base Physique/Aim. The +Will implant decreases Aim, which Third Eye makes irrelevant. Note: Always applies, even if Physique or Aim are higher than Intelligence. You may want to Train Physique anyway, since it's used defensively sometimes. Aim is never a defensive stat, so far as I know.
Telekinetic Warrior requires you to be unarmed to get any benefit, cannot hit Flying enemies from the Melee slot and requires you to increase Physique and/or Aim for maximum benefit.
7: Debris Field. Vortex Brand is only potentially useful vs very evasive targets, and if you're using powers/weapons that can miss.
8: Concussive Augmentation if you want to use basic/weapon attacks.
Geothermal Spike if you took Gravity Flux. Or you could use the Hookstaff/Witchboy Totem to Trip.
9: Entropic Whip has a better chance of Freezing than Entropy Leech. It can also Crit for Deep Impact. For the mini-Crits, you need Thermal Sunder, Entropy Waves or the Shoulder Grunch Leash.
Acid Cloud gives you a different (and rarely resisted) damage type. (Immobilized = Stun & Paralyze). Can now mini-Crit vs Deep Freeze and doesn't remove the status. You can do a lot of damage this way.
10: Deep Impact has an interesting interaction with Force Darts: Each Dart Crit increases the Stun duration, so you can potentially Stunlock for a long time. All darts will hit a Stunned target, too. Unlike Stun Chance weapons, can Stun through Shields/Armor. Auto-Crits from Geothermal Spike and Acid Cloud don't proc the Stun.
You can also create a +Crit weapon with
Qallia, for a maximum of 50% Crit. Haste gives a 75% chance to get at least one Crit/round.
Mind Crush can detonate Deep Freeze and the Stun can set up Acid Cloud. For Robots, there's always EMP Grenades.
11: Haste, if you want to be making weapon/basic attacks.
Reality Schism may or may not be worth it if you're using powers. Best with high-impact powers with a cooldown (Mind Crush, Psychic Slam/Gravity Crush). And/Or fights that last a long time.
12: Gravity Crush. Enemies meant to be tougher are usually bigger. Even against short targets, the better Deep Freeze synergy makes up the difference. Psychic Slam only doubles the first hit.
13. Void Sight's +10 Accuracy is only good if you find yourself missing a lot. Blind can be an annoying status effect (negates Criticals), but by Level 13, you're past most of the fights that can Blind. Most powers can't miss, and the extra Accuracy only helps Force Darts so much (they're subject to the flat 45% miss chance for Flurry attacks). Haste attacks are made at full Accuracy, though.
So far, there are more Drug attacks on Phaedra, so Invert Decay might be better, though as a Kineticist, you'll probably have good defense from high Willpower.