Well, let's say we have a 10th level RM. He uses his slash power, which costs N remnant poitns, as often as possible, floor(35/N). He rolls a 10 on the attack roll, netting him min(floor(35/N), ceil(floor(35/N)/2)+8) hits, assuming a +8 to hit. We want that to be somewhere around 7 or 8 hits.
So...
N = 1, 26 hits
N = 2, 17 hits
N = 3, 11 hits
N = 4, 8 hits
N = 5, 7 hits
N = 6, 5 hits
N = 7, 5 hits
N = 8, 4 hits
N = 9, 3 hits
Clearly, we want the power to cost either 4 or 5 RM. If it's 4, then using practiced remnant on it allows the user to hit for 11d6 damage. If it's 5, then using practiced remnant on it allows the user to hit for 8d6.
The biggest culprit in balancing all of this seems to be practiced remnant. But... I'm not sure what to do with it. The Favored Remnant feat kinda sucks for a lot of powers, since +1 CL doesn't affect much, and +1 DC affects some powers, but you're better off taking Remnant School Focus then, which gives it +1 DC to all powers of that school.
The other thing that this doesn't take into account is the remnant reserve feats, and the meta-remnant feats. If a player takes these feats, then their first round of combat does a lot more damage. Assuming they have: Improved Initiative, Knowledge Devotion, Empower Remnant, Weapon Focus(Whatever Slash counts as), Remnant Reserve, Greater Remnant Reserve, Maximize Remnant, they start combat with 52 RM, which they then empower and maximize. Assume they get a +2 to hit off Knowledge Devotion, they open combat with
Cost = 1 RM, 36 hits
Cost = 2 RM, 23 hits
Cost = 3 RM, 17 hits
Cost = 4 RM, 13 hits
Cost = 5 RM, 10 hits
Cost = 6 RM, 8 hits
Cost = 7 RM, 7 hits
Cost = 8 RM, 6 hits
Cost = 9 RM, 5 hits
Where each hit deals 6 + d6/2 damage (average 7.75). If we cost it at 4, they deal, on average, 100.75 on the first round, and practiced remnant knocks this up to 131.75. If we cost it at 5, they deal 77.5 damage on average, and this increases to 100.75 if they apply practiced remnant.
While I'm fidgeting with numbers, let's take a level 10 human remnant mage who instead focuses on summoning. He takes practiced remnant on Monster, and the feats: Spell Focus(Conjuration), Augment Summoning, Improved Initiative, Extend Remnant, Remnant Reserve, Greater Remnant Reserve, Improved Remnant Reserve. He has the same +6 modifier I've been giving the previous guy, so he has 35 RP per round. For the first round, he has 70 RP, so he uses Monster 35 times... or he would, but a SM IX costs 25 uses, so that's all he needs to do. He now has a creature off the SMIX list, which is stomping around and crushing combat, especially when it's backed up by whatever buffs the remnant mage has in wand form, and can get some extra movement from the excess RP the remnant mage has and the shift power.
Even without practiced remnant, he can still use Monster 23 times in the first round, which is enough to get a SMVIII creature. After which, he has to use up most of his RP every round sustaining it, but he does have wands to play with. Next level, he gets the extra RM he needs to summon a SMIX creature.