A sign of life! Good to see you back.
A few comments – though I haven´t actually tried the new v03, so this is all theory.
V03 changes: Simple and effective changes, like it a lot. Makes psion really begin to stand apart from mages and clerics.
Stygian stuff and general weird effects:
Haha, yeah you´re right, don´t know why I hadn´t thought of that, but I agree; turning into an undead is conceptually extremely lame. It seems to me that a great deal of the available material suffers from this problem. I´d say, stick with the flavour of altering of minds and molecules (ie Jon, the blue guy from ”Watchmen” – perfect psion ), and leave the ”conjure something arbitrary out of thin air” for mages and priests. If the canon text books come up short of suitable powers, maybe you should alter the existing ones, or revise the descriptions to something less random and more fitting for the class. I mean, its your mod - if ad&d splat is bad, make something better!
On the specific proposals:
Intellectual fortress:
Hm – I didn´t think of it as magic damage only, I thought of it as all non-physical damage (elemental + magical) - a quick-defense against spells or dragon breaths. Would add a unique dynamic defense to the psion. Doesn´t need augmentation to last longer IMO.
Energy adaption: Making it scale as you suggested would make it viable.
Other stuff:
- I personally never use spells that require attack rolls. Too unreliable to be worth the pp and especially the in-combat time.
- Same for spells with high chance of being resisted.
- Touch spells puts pc in danger, and generally not worth the risk or walking time, if the opponent is likely to save. I´d say touch spells should always have a guaranteed effect of some kind.
Maybe make attack roll powers function more like melfs minute meteors – if they last longer, a wasted attack does not = wasted spell. Crystal shard could produce 3 shards instead of one for example…
General balance:
BG2 is full of unbalanced concepts, and still remains a load of fun. Don´t think class balance is that important. However: if an obviously better alternernative is available, you will end up using that exclusively. if the psion gets a protective ability, and priests at the same level get something much better, the psion skill will never see any use. Same goes for individual powers available at same level. If something is waay better, then other powers see no use (ie, charms being superior to other save-or-something skills).
Overall: I really like the way you´re going with it, especially the trying to keep it distinct from magic part. Don´t know if you´re actively working on this mod still, but if yes, i´d be happy to try and provide some more detailed suggestions for specific powers, revised descriptions etc.
/Johs