The biggest problems regarding telepaths are A.) pretty much all telepathy powers are mind-affecting (which means that many creature types are immune, including you if you get
mind blank), and B.) there are lots of feats, spells, powers, psi-like and spell-like abilities, and supernatural abilities that affect mind-affecting powers and telepathy/enchantment powers in particular. Like
thought shield, mind trap, personal/psionic/mind blank, Hostile Mind, volatile mind, etc etc etc.
Really, telepath is best if you are in a specific type of campaign (political/mostly humanoid), and want to screw with peoples' heads. Shaper doesn't have this issue, and, in fact, can bypass every caster's worst foes:
antimagic fields and spell resistance.
I'm not trying to dissuade you from playing a telepath; however, the aforementioned are things that you should consider before playing one. Might I suggest using
research, rather than Expanded Knowledge, to nab
astral construct/psionic minor creation? It'll save a feat, and you won't have to wait until level 3 to get one. Just take them both as your level 2 powers, and be done. That way you can take Boost Construct as your level 3 feat.
Everyone always seems to forget that manifesters can research.
Also, if you take thrallherd as a telepath, make sure you use
psychic reformation or retraining to drop
psionic charm and
psionic dominate. No sense in overlapping, is there?
Also, have you considered my
psionic powers revision? It's got some answers to the whole 'everything's immune to telepathy' problem. Just look at what I did to
shatter mind blank.