Just let me know how it goes, and when you get to higher levels if you feel the class needs something more to keep it useful and interesting.
A couple of thoughts on more active things you could do to spice things up:
- Aura weaving. Particularly since you're working on group initiative, you can alternate between offensive and defensive auras. If you have a offensive buffing aura up or one that's otherwise useful primarily during your action (+damage, senses, movement, etc.), go late in the turn order after everyone else has gone, change it to a defensive or reactive aura (+AC, +resists, reflect damage, etc.) through the enemies' turns, then go at the beginning of your group's turn and switch the offensive aura back on before your allies act so they get the bonuses again on their turn. By "bookending" the enemy turn this way, you can get the effects of an extra aura approximately 50% of the time (one round on, one round off).
- Going forwards, don't forget to look at aura boost effects as well as the basic aura effect. As you get more DV, the fixed costs will be less and less restrictive.
- You can gain access to the lower grade Marshal commands with the Command Presence feat if you're looking for more to do each round. They're not amazingly strong or anything, nor will they scale into higher levels, but it's an option to give you more options.