The Idiot Crusader is a build I invented (I like to think of it as my CO thesis). It works by having a Crusader with more maneuvers readied than maneuvers known such that he refreshes his maneuvers for free every round. It dips into areas that the rules don't cover, but the rules are general enough that I think it actually works (maybe, new developments have made me rethink some parts of it). In any case, you can read more about the Type 1 version
here. I never wrote up details of Type 2 anywhere, and I think it was actually Amechra who discovered it while making a character for a PbP game. In any case, I can give you the full details if you want.
Desert Wind
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Burning Brand - Should clarify that the fire damage is in place of your normal melee damage, not in addition to it. Should clarify other sources of damage to the attack (such as the energy damage from a frost or shock weapon) are also converted to fire damage.
Desert Tempest - Your attacks occur in response to the same event that provokes an attack of opportunity. It should clarify whether your attacks come before or after the AoO is resolved.
Distracting Ember - Should specify an unoccupied space within range, rather than just any space. Alternatively, any space the elemental can occupy (since it may be able to share a space with larger creatures). This is important since unlike the Summon Monster line of spells, this maneuver does not inherit the usual summoning criteria from the Summoning subschool. We should check that to see what else may need to be specified about the summoning.
Flashing Sun - Should specify that the extra melee attack should come during the maneuver (as opposed to just any time you feel like during the round, such as not even during your turn).
Hatchling's Flame - Save DC is undefined. Should be DC 12 + Wis mod.
Holocaust Cloak - Probably doesn't need to be changed, but it winds up with the weird situation where an adjacent opponent hitting you with a spiked chain doesn't take damage (since the chain is also a reach weapon). I just thought I'd mention it.
Inferno Blast - Save DC is undefined. Should be DC 19 + Wis mod.
Rising Pheonix - Clarify that it must be a (roughly) horizontal surface? It allows you to fly near walls and ceilings (they are surfaces too). The other issues can be fixed by explaining that a solid or liquid surface it what this stance refers to by saying "ground."
Salamander Charge - Specify that you are not damaged by your own Salamander Charge's fire wall.
Searing Blade - As previously mentioned, initiation action should be a swift action, not a standard action.
Zephyr Dance - Clarify that improving your AC after the attack roll has been resolved may cause it to miss.
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Devoted Spirit
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Note: Unlike the aligned charges, the aligned Aura stances don't have alignment prerequisites, despite having alignment descriptors. Just thought I'd mention it.
Aura of Chaos - Add "You may..." in front of "... reroll each such die and add its result to the original damage total" to prevent arguments about d2 Crusaders and infinite loops in the metagame.
Aura of Triumph - As written, you select the ally to pair with for healing when you initiate the stance (note the targeting line). Might want to either clarify that (and thus that you can reselect the ally by reinitiating the stance as a swift action) or changing it to something more general, since a single ally healing 4 (and 4 to you) isn't that much for a 6th level stance. On the other hand, since you can be evil and take this, Aura of Triumph does happen to be an indisputable method of "free" out of combat healing (Martial Spirit has that annoying clause about switching allies for healing whenever you hit an opponent).
Immortal Fortitude - Should specify that only the saving throws granted by the stance count towards the three saves before it ends, and possibly that you can refresh it as a swift action even if it's already active. Some clarification on the interactions with Disintegrate would be helpful, since by the wording of the stance you drop to negative HP for a moment before returning to 1 HP, but since Disintegrate deals HP danage it can't kill or incapacitate you and remain alive an conscious with 1 hp remaining. Immortal Fortitude should probably win out, but it's not as clear as it could be.
Thicket of Blades - Interaction with effects that prevent AoOs from being provoked due to movement should be clarified (including Tumble). I think Thicket of Blades would win over most of those, but it's about as clear as mud at best and really, I'm just guessing with a pinch of wishful thinking.
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Diamond Mind
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Disrupting Blow - Formatting issue: Duration should be immediately before Saving Throw, not after.
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Iron Heart
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Absolute Steel - While it is inconsistent with similar abilities, I don't think that is enough to warrant changing this stance's functionality. However, for clarity's sake, I agree with adding "from your original position" to the line about 10 feet of movement, or a similar clarification on what 10 feet of movement actually involves (or doesn't involve).
Dazing Strike - Uses the Fort Partial save to indicate that only the dazing is negated, not the melee damage. It should probably use Disrupting Blow's text (DM 5) and that of similar strikes with saves instead for consistency, but that's not really important.
Exorcism of Steel - Should clarify that the opponent suffers the damage penalty, not the weapon (so the opponent changing weapons still suffers the penalty). Should clarify that the weapon attack is a sunder attempt.
Iron Heart Surge - Needs clarifications on what constitutes an effect or condition affecting you.
Lightning Recovery - For consistency and clarity, should specify that you must keep the result of the reroll, even if it's worse than the original.
Lightning Throw - Should clarify how the weapon returns to you (and possibly what can stop it, like a Returning weapon; see also page 102, Sidebar: Stopping a Returning Weapon), and also what happens to it until then (such as where it lands and what happens to it if it's one of those weapons that are destroyed when thrown, like shuriken, although shuriken aren't applicable since you still need to make a melee attack).
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That's all I have for the first 4 disciplines. I'll see about doing the remaining five later.