I'll give this a go, and I will review Magic of Incarnum. Also tome of Magic (binder PrC's only).
Here we go:
Incandescent Champion: Could work for a paladin or Soulborn entry, easyish requirements. You get decent abilities (Incarnum Overload is great for multiclassed Incarnates) and possibly Unbearable Countenance. +1 for Soulborns MAYBE, but for an Incarnate it's probably a -1. The loss of Meldshaping totally nails this class, Half meldshaping would make it passable.
Incarnum Blade: I don't even care. -5 tiers. Just a total waste of damn time(jk). As a 1 level dip for the feet chakra blademeld, this is actually not bad, except that anyone who would benefit already has Combat Reflexes. Light fortification is okay, but also cheap to get normally, and the Throat chakra bind is rather good (a Con based DC + your Incarnum Blade level), but only lasts a round. Intimidate is probably better. The Heart Chakra version is decent, but the Soul chakra version is absolute garbage. +0 for any straight martial class, otherwise -2. Just utterly bad.
Ironsoul Forgemaster: GODDAMN FINALLY. A good class. 9/10 meldshaping HOLY SHIT. decent # chakra binds, easy to qualify... very mutable combat related abilities that are active at the same time as your soulmelds... that's versatile, holmes. You can craft epic items early, if you can get an epic spellcaster (yeah, right), but also, you can craft 20th level items if you have a chameleon in the party starting at level 15, and earlier than that you can still get items ahead of your characters' caster level. This is a great crafter class, though not the best...
You can get DR, Energy Resistance, as well as an Insight bonus on damage and a Dazzle effect. Great for ranged weapons, because you can add a bunch of bonus damage on there (couple with Knowledge devotion if you can swing the skillpoints for about +12 or more damage per shot).
This class is easily a +1 for incarnate, the only disadvantage is the loss of some Chakra binds, but it's still a very good class.
Necrocarnate: Wow. Holy ass. This is a fantastic class, because you can get a butt-ton of essentia and use the Necrocarnum Zombies to great effect. You can potentially get infinite essentia, but it's bad juju. Theoretically a +2 tier, but the DM may cap the essentia you can gain by requiring a certain number of hit dice. Theoretically passable for a totemist, but it's really an incarnate PrC. Also zombies rule.
Sapphire Hierarch: It's got foibles, but it's also totally cool. You get some inconsequential abilities, a smite attack which is nice, you have soulmeld/spell synergy, and with Law Devotion you're a badass motherfucker. It's not a +1, but it's not a -1 either. A battle cleric can benefit greatly from the abilities, even though the book says that you're supposed to cast spells (we know differently, though, don't we?) +0 for a cleric, because the addition of the Incarnum adds to their combat prowess (at low levels you have a +3 weapon, at high levels you have bonus damage/extra power attack 'n shit). If this allowed for Lawful Evil to access the evil incarnate melds for bonus damage, this'd be even better, but bonus on attack rolls + 2HW = bonus damage.
Soulcaster: +0. You get a bonus to your DCs when it matters, you have a few good defensive soulmelds (and the illusion booster is killer), but you lose 2 caster levels. And the capstone is okay if you really need some essentia. Requires a crap feat to enter.
Spinemeld Warrior: We all know how often a TWF class ends in tiers. No bonus damage, forcefeeds you flavor, you get gimpy meldshaping... The saving grace is the rend ability, and that's a [iece of shit too. Not to mention that it writes like a class made so that you can add something cool to an existing character, but it requires a race that was introduced IN THIS BOOK. -2 tiers, for anyone.
Totem Rager: It takes away some awesome totemist powers, but it gives you great benefits. In terms of real damage a Totem Rager is capable of more, but it's probably more fun to play a totemist. Great to add on to an existing barbarian, but it's really powerful as a Totemist 8/Barbarian2/Totemist10. Honestly, the only thing you'll miss is the 11th level ability and the capstone of the totemist class, otherwise it plays pretty good. And Totem Rage is ridiculous, and so is Totem Chakra Bind. Overall... +0 to the overall character's effectiveness, since a straight Totemist is more powerful, but it's also a very good use of the barbarian class. This character would rank at a very solid tier 3.
Umbral Disciple: Forcefed flavor, but you get good bonuses to acrobatics, Kiss of the Shadows is a good capstone for flanking without actually going up next to people, and a 3 level dip gets you Embrace of Shadow for miss chance AND Hide in Plain Sight (it references the ranger class feature, but I think that's a gaff because it specifically says "you can hide while being observed). Easy cheesy prerequisites, if useless. Soulchilling Strike is rather good. +1 tier for any sneak. Exception: Factotums are awesome already. -1 tier for a factotum.
Witchborn Binder: Forcefed flavor. In theory it shuts down spellcasters... right. -1 tier, not worth it. The capstone can be easily broken, the concentration check is nothing, and polymorph's been around for a while now, mkay, WotC? Word of Abrogation is basically an at-will counterspell, but you lose meldshaper levels, making the dispel check hard, and the class as a whole is utterly useless against anything that doesn't have SLAs. IF you just go to 6th level in the class, maybe you can make an effective counterspeller, but the rest of your usefulness will suffer, and it has shit for range, meaning a caster will figure out that they can just move 60 feet away.
So, those are my rankings.