Duskblade 6 / Warblade 1 / Jade Phoenix Mage 10 / whatever <- a really good start; you can advance on Duskblade or Warblade and do well, or you can go off on a limb (like Warmind 10) for some good solid fun.
DD has 10 epic levels, so it can go up to 20 technically. Though yes, I wanna know why he's got it to 22...
The second paragraph should be considered heavily, especially closing in on CL 60, but he says that his DM wont allow ToB (which is a terrible pity...)[/quote]
Ah, missed that. Well then, I do think Warmind is one of your better options if Psi interests you. You can get in either with a feat ("Wild Talent" or a better equivalent and some cross-classed skillpoints, or by a dip into Psion, Wilder, PsiWar, Soulknife, Ardent, Divine Mind, or Lurk. Let's break that down a little more, keeping in mind that you're only taking a level or two so the BAB isn't a big deal either way.
Psion - horrible trimmings (d4/2+int/1 good save), three/five powers known off an excellent list, bonus feat. Your pp from Warmind are pooled, so a "Practiced Manifester" feat will allow you to get decent augmentation out of your Psion powers and keep them useful long term. And some, like Synesthete, are lifesavers right out of the box.
Wilder - modest trimmings (d6/4+int/1 good save), one/two power off an excellent list, Wild Surge. As-written, Wild Surge will boost your ML with any power you manifest, including War Mind ones, but prevents you from simultaneously using the (generally superior) Overchannel. IMO the only reason to go Wilder here is for the second level ability "Elude Touch", but your Charisma stinks so take that for what it is.
Psychic Warrior - poor trimmings (d8/2+int/1 good save), one/two powers off a martial-focussed list, two bonus feats. Just about the only reason to do this is for the bonus feats (and maybe pick up Call Weapon instead of wasting a Warmind slot on it), but it's a good reason. Psychic Weapon + Deep Impact is always an excellent choice, especially when channeling a high-level spell that you do NOT want to miss. Pick up anything you like though.
Soulknife - good fixings (d10/4+int/2 good saves), mindblade. Fixings aside, mindblade does absolutely friggin nothing for you. The only thing it's even remotely useful for, even with a full Soulknife progression, is to assassinate incorporeal creatures hiding in an AMF, since it's just about the only magic weapon that isn't (necessarily) suppressed by the Field. But, hey, it will get you in to Warmind, and with better trimmings than the alternatives.
Ardent - poor trimmings (d6/2+int/1 good save), two/three mantles, two/three powers known off of highly restricted lists. Imagine a cleric who gains extra domains (and the corresponding Domain Powers) but whose spellcasting is limited to domain spells. Still, some of the Mantles give fairly decent static bonuses just for having them; they're generally equivalent to a feat (so hey, one level giving you two feat-equivalents, not too shabby) and some of the others are pretty badass. Check out the Deception mantle for a really useful one, but there are others.
Divine Mind - decent trimmings (d10/2+int/2 good saves), one mantle, aura. Selling point here is the Aura, which can give you quite a number of things depending on your mantle, most of them minor but some of them nice. Skim through the list, see if anything catches your eye. If not, move on.
Lurk - good trimmings (d6/4+int/2 good saves), Sneak Attack 1d6, "Lurk Augment". All Lurk Augment does for you is basically give you another 2d6 Sneak Attack at the cost of 2 pp, available "lurk + int" times per day. Still, hey, good trimmings and an extra splash of damage is always helpful.