Eeh. I wouldn't. 200k for the ability to carry around 10 levels worth of spells is sort of a waste; you need to find a caster to charge it, and it would presumably be just as easy to buy scrolls/wands with the spells we need for much lower prices, and that's discounting the number of useful spells we already have covered through various means.
Hm. Well, you didn't build a traditional charge-based barbarian, or a grappler or tripper, and you seem to be focused on critical hits.
With that in mind, here's my suggestion:
Weapon:
Shocking is shit. Paying (and using the space) for a +1 for +1d6 alone is questionable even at lower levels. Drop it.
Speed is a good way to deal with Dragon Shaman wrecking your BAB progression. Keep it.
Keen is practically required for a crit build. Keep it.
Keen + Speed is effectively +4. House Rules make Vorpal behead on any confirmed critical, not just nat 20s. Add Vorpal, along with the base +1 enhancement. You're now beheading every headed mortal enemy you crit on that isn't immune to instant death effects, and you crit slightly less than 50% of the time you hit. Naturally it's still somewhat useless, because of things without heads, and because a bunch of stuff will have Death Ward or an equivalent.
Alternatively, pick something other than Shocking. Anything at all, really. Something like Doom Burst (+2) which synergizes with crit, maybe; it imposes a no-save 5-round shaken on anything you crit, even if it is immune to crit damage; most of the other Burst enchantments in the MiC are also decent and cheap. Ghost Strike (+1) makes it function as a ghost touch weapon, and allows you to deal normal crit damage to undead. Weakening (+1) is a no-save -4 to Str for 10 minutes on hit.
Another thing you can do to help is pick up a couple Augment Crystals and swap them in when necessary. A Greater Demolition Crystal (10k): Allows you to crit normally on constructs + treats your weapon as adamantine for overcoming their DR + does an extra +1d6 to them. A Gr. Fiendslayer Crystal (5k): +1d6 vs. evil outsiders, weapon is treated as Good for overcoming DR, crits prevent them from teleporting for one round. Gr. Truedeath Crystal: +1d6 vs undead, functions as a ghost touch weapon, crits normally against undead.
At the very least, pick up the trio of greater augment crystals. They'll let you crit normally against constructs and undead, as well as giving extra damage and a range of bonuses against fairly common enemy types. No luck with amorphous creatures, though.
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Greater Resiliency and Leap of the Heavens are just... man, no offense, but those are
feat slots. You could be using them for just about
anything else. Just for starters, Improved Initiative is always useful.
If you're really that concerned about Jump checks, pick up some Boots of Springing and Striding, they'll give you +5 to your Jump checks and an extra 10' of movement speed. You've already got Jump as a class skill, with a +36 modifier. That lets you auto-pass a 15' long jump, or make a 20' long jump with a 4 or higher. Boots of Jumping reduce the running start to 10' and let you expend charges for +10/+15/+20 to your check. See if Tawa will let you add the costs of the two pairs of boots to include all the effects in a single pair, maybe.
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Incidentally:
Tawa: How would you price Boots of Expeditious Retreat (+30' to land movespeed)? RAW says 4k, extrapolating from Springing and Striding would put it at 21k.