To tell the truth, I was kinda tempted to play a warblade again. They really are quite fun and they aren't too overpowered to boot!
Incorrect.
Everything is overpowered.
At least as long as level dips are allowed. And you put some elbow grease into it.
Like seriously, soak your character sheet in elbow grease and it becomes 20% more powerful. Trust me.
Example: Warlocks are tier four, compared to Warblade's tier three. Claw-locks, however, do metric shittons of damage(for comparison, my character in another game can theoretically deal 17d6+10 damage(or around thereabouts) 4 times in one round, as a glaivelock. Glaivelocks typically do less damage than clawlocks, because they can't attack as many times or get as much damage stacking. That character is level 10.), possibly surpassed only by some Barbarian builds(not counting spellcasters(invocations aren't spells)). Crusaders can get so very Locking of the Down, that if you do anything, anything at all, you get attacked and your action is screwed over. And if you don't do anything, they still beat the crap out of you for not doing anything. I theorized a monk build in one game(using the current homebrew rules, but the only real important one was that magic items can't be destroyed by conventional means; the rest was just gravy), that had a rate of fire with it's shurikens greater than modern-day assault rifles, they were touch attacks, and you were considered flat-footed(and then add some sneak attack damage in there). I don't know much about Warblades, sadly, but the point is: You can always find some way to get ridiculous. Barbarians can become Battlefield Control with judicious application of Intimidate. Warmages are used for their versatility. And so on. The brokenness of 3.5 is so perverse throughout it that it stops being broken and swings back around to being balanced. Usually. Skill of players and willingness to spend hours scouring for the ways to do so come into play(I can make a single-classes Fighter that can beat the pants off any Wizard, so long as I have some splat books and logic available. Antimagic Rods for arrows)
With these rules, ToB classes are made even better(with the whole Full Attack and Strike at same time thing; I think that's in this game too...).
EDIT: Oh god we don't have a scout...we're going to die so horribly...