Exotic Weapon Profiency requires base attack bonus 1.......
Gnome quicrazor+iaitsu focus is good trick, but damage before you have 5 levels of iaitsu master is far from impressice or optimal.
Level8 is good level to factorum, but before that you are practically useless in combat. And even after that you are far behind any damage build, only after level 13 you can actually do some damage, but even after that
you are onetrick pony and that trick requires that you can make your enemy flatfooted. If you lose iniative and enemy is flying or have 5 ranks in balance. Or if enemy can't be flatfooted or if enemy have good AC or... If your trick don't work you are doomed because your melee damage without iaitsu focus sucks badly and you don't have spells or any good ways to actually do something.
Biggest problem with that build is that you start at level 1 and it really kicks in only after level13. Build will suck first 12 levels and even after that there will be encounters where build is totally useless. After level 13 there will be encounters that you will kill single handedly in your first turn before anyone else can't do anything (at least if your DM lets you use cunning surge many times in row) other players don't like it and DM thinks that encounter was too easy and makes next encounter harder, but because trick doesn't work at all when you fail to force enemy to be flatfooted and when that happens build is useless and party is in serious trouble if DM did some toughening because of that last encounter.
So problems are:
1. If it is really tough campaing build don't survive to level 13. It is just too weak in early levels.
2. If you survive to level 13 you are very powerfull or nothing. If trick works build shines if not build is practically useless and if DM thought that build would allways shine.....
3. It is all or nothing build, when trick works it is best to use before enemy has time to react. Build have good iniative so it will start and end encounter immiditly. Usually other players don't like that.
So if you want to do melee build i would suggest some kind of gish/charger build.
Maybe:
Dragonborn(wings) half orc
Barbarian1(whirling frenzy, lion totem), Wizard4(martial, transmutation focused specialist, trade familiar for sudden shift), Figter1, Spellsword1, Abjurant Champion5, Eldrich Knight7
Use whirling wrenzy to get second attack and charge&pounce. Should be very strong in early levels.
feats:
Flaw1:Least dragon mark(eberron campaing settings, house tharask&mark of finding),
Flaw2:Mark Of Dauntless(dragonmarked)
Lvl1:Improved Iniative
Martial Wizard1:Improved Bull
Lvl3:Power Attack
Fighter1:headlong rush(races of faerun)
Lvl6:Leap Attack
Lvl9:Shock Trooper
After lvl6 would be able pounce with enlarge, wraith strike, whirling frenzy, headlong rush, leap attack and reach weapon. Two attacks against touch AC and damage with power attack, natural str20 and glaive would be 4d8+24str+32power attack~74
And build could use lesser celerity to retreat if enemy didn't die and try to come too close. No daze because of mark of dauntless.
Lvl9 damage would be lot more and bab and haste from boots of speed or spell should give four attacks so at level 9 damage potential should be at least 400/round and because of wraith strike and shocktrooper build should hit with practically every strike.
And of course build would have lvl9 spells in the end and as wizard you could sometimes play god and let others shine...