Hulking hurler is hard to make work with anything else because it's so specialized. You get one attack a round that does massive damage because of the exponential scaling of carrying capacity with Str, and again because of the exponential scaling, no other contributions to your damage are going to matter. You don't need damage when you can throw an improvised weapon, so everything else you get should be damage when you can't throw a weapon, abilities that help you throw a weapon when you wouldn't normally be able to, and out-of-combat utility.
1) The psionic side of your progression is more important than the TB side more or less because psionics is better at the support role you need from your other class levels so get as much psionics as you can, putting hulking hurler on the TB side. (TB also multiclasses a lot more gracefully than psionics.) Go monk 2/psychic warrior 18//warblade 17/hulking hurler 3, but see below for discussion of classes. You want a lot of feats so I don't see ardent being better than psychic warrior here.
2) Aside from bloodstorm blade and swordsage, you might want to look at master thrower. Again, see below.
3) Vow of poverty is really bad. The way it's written it prevents you from doing very ordinary things like climbing a ladder ("[Y]ou must not... use any material possessions"). Arguably, it prevents you from using improvised weapons since they're material possessions but not simple weapons. It will definitely cause problems if you ever end up needing to use lead improvised weapons or something similar. It's a headache for the DM and crippling for you, so make life easier for everyone and avoid it.
Since you're not going to have stratospheric strength from any combination of barbarian, war hulk, or frenzied berserker, you might have to worry about the damage you do.
Expansion is the single most important ability you'll get because it increases your strength and, by increasing your size, your carrying capacity. You want to look at the
belt of the wide earth (MIC) and the Natural Heavyweight feat (PlH) for further improvements to your carrying capacity. I assume you're going for overburdened heave and area attack with hulking hurler because those are the only two reasonable choices. (Ranged power attack and meteor strike are useless since you only get one attack, and there are better ways to get those abilities other places. Knockdown blow is of limited usefulness against monsters.)
There's a really central question about the rules with maneuvers you need to ask your DM to resolve before you start: how does the full-round action you need for hulking hurler's two-handed hurl trick interact with the standard and full-round actions needed to activate some strikes? It's quite hard to give advice without knowing the answer to that question.
Bloodstorm blade: Returning attack, thunderous throw, eye of the storm, and blood rain seem like they should definitely work with two-handed hurl trick to me, but eye of the storm and blood rain aren't any good. Blade storm and blood wind ricochet are in themselves full-round actions, like strikes, so depend on how your DM handles the aforesaid rules issue, and martial throw does also. Returning attack depends on what weapons you're using and how available they are. If you're using a lead sphere you made yourself, returning attack is a lot more useful than if your DM makes available an ample supply of rocks or similar improvised weapons everywhere you go. Thunderous throw's value depends on what melee attack feats and other abilities you get, though it takes your swift action so is rather expensive especially when you have both psionics and TB maneuvers too. I think you should focus on picking ranged feats and class features in the first place, but thunderous throw is an option especially if you want to take things that help your unarmed style.
Master thrower (CW): The key rules question here is if you can take Weapon Focus (improvised throwing weapons) or something similar so you can apply thrown weapon tricks to your improvised weapons. The other abilities are okay, but the reason to take this class are the thrown weapon tricks. You're going to want Concentration anyways so defensive throw is great. Weak spot has a size limitation that makes it hard to combine with
expansion and Large size but should make it trivial to hit big monsters. Two with one blow is another good choice since weirdly area attack isn't good for hitting multiple targets unless they're small enough to occupy the same square.
Feats: You're taking a straight-up -2 attack penalty to start with and your weapons won't be masterwork or have enhancement bonuses so you need feats that will improve your accuracy. You really really want Brutal Throw (CAd) so you can use your high Str on your attack rolls. You have to take Point Blank Shot, which gives a small accuracy boost, and your party will greatly appreciate it if you take Precise Shot, which is a prereq for Master Thrower anyways. Improvised thrown weapons have a tiny range increment so Far Shot will help a significant amount at improving your accuracy. If you can get the necessary Dex, Improved Precise Shot is a great feat for all ranged characters. If you end up taking the necessary warblade and bloodstorm blade levels to get Weapon Specialization, Ranged Weapon Mastery (PH2) gives a boost to the range increments on improvised thrown weapons that deal the appropriate damage type and +2 attack with them. Fell Shot is another way to make your thrown attacks into touch attacks, though you'll need to use
hustle and take Psionic Meditation to apply it every round, and will burn through your power points in the process; it also takes Psionic Shot, which won't do anything for you, and 13 Dex. Neraph Throw (PlH) is an interesting choice that lets you deny Dex to AC once an encounter per enemy with a thrown weapon attack, which might help hitting targets with high Dex or lots of dodge bonuses. There are others, but those are the ones I'd look at first.
Maneuvers: You'll want to look at the handbook that lists maneuvers that work with ranged weapons:
http://www.minmaxboards.com/index.php?topic=11233. Without knowing how your DM intends to handle the aforesaid rules interaction, I can't really say more.
Have you considered half-giant rather than half-ogre? With powerful build, you should still qualify for hulking hurler.