Lv 2:
Kinetic Burst
There was someone in the Kineticist Feedback thread saying Kinetic Burst's Disarm was very useful. Back when I tested Disarming Shot, Disarm wasn't very useful at all. Then I posted my results and Fenoxo went through and said he was cleaning them up. I haven't tested it since.
Thermal Sunder
Gives you a new damage type. High Defense isn't as common as you might think, it actually is less common later in the game, but it's still useful sometimes. Has some synergy with Entropic Whip at Lv 9.
Lv 3: Leaning Psituned Vitality, but Psionic Shielding seems viable.
Psionic Shielding
You can get +10 Evasion from Levitation at Lv 9 and a Blind from Debris Field at Lv 7, greatly reducing incoming damage, which is then 'healed'. Probably best with Vitality Siphon.
Psituned Vitality
You get more milage out of Psychogenic Vim and the extra buffer is nice. The auto-heal when using powers doesn't scale and quickly becomes largely irrelevant,
Lv 4:
Psychogenic Vim
+75% Max Energy is enough to win boss fights. Easily keeps you topped up between random encounters. Psituned Vitality gets the most out of the healing.
Vitality Siphon
Fenoxo has assured us this is perfectly viable 'with proper Energy management'. Heals off damage to Shields/Armor, unlike Vampiric. It's big issue is Energy regen. You can throw around a lot more powers and end the fight faster with Psychogenic Vim, so you don't need the theoretically infinite sustain.
Probably pairs best with Psionic Shielding providing an extra buffer each round.
Power Potions are an Inventory item now and can be used in combat, so you can keep a stack or two if you keep running out of Energy. Entropic Leech does scale when you're below 50% Energy (max +25) which helps.
Lv 5:
Entropy Waves
Sunder gets less useful at later levels, but it's a good way to deal with groups of enemies, especially if you also take Debris Field at Lv 7.
Gravity Flux
Great if you're planning on taking Geothermal Spike at 8. A Trip also deprives the enemy of a turn.
Lv 6:
Telekinetic Warrior
By taking this, you basically forfeit at least one weapon slot. The damage and Accuracy is top-tier, but you give up on any interesting flags and bonus stats. Also, you can only hit Flyers with attacks from the Ranged slot. Until you get Levitation at Lv 9.
Third Eye Aim
This lets you ignore Aim entirely for combat purposes. (Aim is still tested out-of-combat sometimes and you might still want to train Physique to resist Stuns.) It gives you a more favorable calculation for the X Chance weapon flags, making the effects very reliable (as long as you're not hitting Shields or Armor, as usual.)
Lv 7:
Vortex Brand
Generally, I don't think Kineticists have much trouble with Accuracy. Most powers auto-hit. Decent against enemies that can greatly boost Evasion, I suppose.
Debris Field
Blind is deceptively powerful. It's also good against groups.
Lv 8:
Concussive Augmentation
If you're using weapons, this is probably the way to go.
Geothermal Spike
You need a way to Trip to make best use of this. Either Gravity Flux or a Trip Chance weapon.
Lv 9:
Entropic Whip
Same damage type as Entropic Leech, but more damage and more favorable Deep Freeze calculation. Good if you used Thermal Sunder/Entropic Waves first.
Acid Cloud
Lots of things are weak to Corrosive. Or at least don't resist it as much as Freezing/Kinetic Pairs well with Deep Impact. Your only native way to get Deep Freeze is Entropic Leech. However, it doesn't consume Deep Freeze like a Crushing attack does, so you can do huge amounts of damage with it on consecutive turns.
Lv 10:
Mind Crush
On command Stun against anything but Robots, but it has a cooldown.
Deep Impact
If you have a high Crit rate, you can Stunlock enemies. Works through active Shields/Armor, unlike Stun Chance. Each Force Dart projectile has an individual chance to Crit.
Note 1: Auto Crits (Ex: Geothermal Spike + Trip) don't count.
Note 2: Only Bonus Crit on Armor/Clothing counts for powers.
Lv 11:
Haste
If you're using weapons, take this, obviously.
Reality Schism
Dubious usefulness, even if you're entirely using powers. +20% damage means the fight has to last at least 6 rounds for it to pay off.
Lv 12:
Psychic Slam
In theory, this is a tradeoff: Do you want to be good against large enemies or small enemies? In practice, it's pretty unbalanced in favor of Gratify Crush.
Gravity Crush
In general, things intended to be more intimidating (like bosses) are larger. Pairs extremely well with Deep Freeze.
This is the one most likely to get nerfed.
Lv 13: I'm not sure which is better, actually.
Void Sight
Blind makes Critical Hits impossible, shutting down Deep Impact. Bonus accuracy is especially useful for Force Darts
Invert Decay
Drug attacks are very common on Phaedra,