The final battle without Domination spells is proving to be quite a bit more difficult than I remembered it to be. Last time I didn't have the Vrock-demon there as I do now, but I doubt he matters that much. The tactics for the battle are quite simple. Use arrows of slaying against the medusa and the giant spider(as well as disintegrate). Once they are dead, Wall of Stone the entrance away(no enemy mages left = no dispelling). Any fighters may be on the other side, but they don't matter, since you can resurrect them on the other side easily. Now you can buff yourself with whatever you want. Then put another wall of stone in place, this time so that it allows the medium creatures to enter, causing the grimlocks, warriors and vampires to attack. They are quite manageable by themselves. The Thrikren usually stay behind at this point for some reason. Once the enemy has been slain and you have healed yourself, the easy way out is to simply blast Dehydrates through the 1 square gap in the wall of stone, until everyone is dead. Cheap? It surely is, but so is Dominate Monster.

I'll probably try it a few more times, but despite having the exact plan of what I'm supposed to do, it may be so hard that I can't do it this time. In fact, the difficulty of the battle makes me wonder if I actually succeeded in it so long ago or dreamt it. I know I tried it, but it may be that I failed even on the first time and arrogantly remember that I succeeded(wouldn't be the first time). Perhaps I just won it with the Dominate Monster, but failed to do so without it.
Regardless, I'll have to think about ways to boost the other 9th level spells to the level of Dominate Monster, since even with single-target-per-casting-x3 it's quite powerful.
The worst spells on the 9th level are Mass Hold Monster and Weird at the moment. The others are fine, since they don't use Will saves primarily, making them more versatile. But Mass Hold Monster is bad for several reasons. First of all, they are merely paralyzed, they don't get on your side. Domination is doubly effective in this case. And since they are only paralyzed, they can try a will save to get free each round, which isn't the case with domination spells. Second, there are more monsters that are immune to paralysis than there are those immune to domination spells. The greater area of effect might be a good enough reason to cast it in some cases(such as a great amount of enemies that are fairly weak, but still not pushovers). But because they can get free from it, you probably won't have enough time to Coup-de-grace them, making the spell effective only as a means to slow the enemy down, like Web or Confusion or such.
As for Weird, I suppose it's good for slaying a great amount of foes with poor saves, but so are many other spells. The fact that it allows 2 saves to avoid death makes it fairly poor. The foe will almost surely succeed in one or the other. The partial-effect from succeeding the fort save is okay since it stuns the foe. But since it had to fail the Will save, you can't help but think how much more useful it would've been to cast Dominate or Mass Hold. If the spell radius were larger, then it might be worth casting in some cases. 20 feet perhaps? Maybe 25?
Added Fast Expansion feat for the Psychic Warrior and Fast Cell Division feat for the Psychic Warrior and Psionicist.
Does this mean you can manifest Expansion as a Move action, then use another Power as you standard action?