I have some other questions and comments/criticism. (I'm actually writing a guide on the topic of tactical melee/trippers/lockdown builds.) There's a lot going on here, so bear with me.
Where is your damage coming from? Your total complement of damage maneuvers is punishing stance, foehammer, mountain hammer, castigating strike, and greater divine surge, and you don't get castigating strike and greater divine surge until very, very late. You can make it up to a certain extent with spells, but with your abjuration specialization and your delayed spellcasting, I doubt they'll be enough. What books are allowed? I can give some suggestions, but honestly I think you're going to have to lean harder on your TB abilities to get damage. You actually have two separate damage problems that require distinct but potentially overlapping solutions. First, you need damage during your turn. TB boosts and strikes can solve that for you. You also need damage on AoOs, if for no other reason than that Stand Still's DC is based on damage. Core monsters have an approximate Reflex save of .59*CR + 2.91, Stand Still gives a +10 bonus to the DC, and so you need about .59*level+12.91 damage for the save to be all but impossible. TB characters in general have trouble getting damage off their turn since only stances and one strike add damage off your turn. (If your DM lets you count as your own ally, there are some other strikes that add attack that you could theoretically convert to damage with Power Attack.)
For the first problem, you really have two options because JPM gives desert wind and devoted spirit. You could try to build your character around charging, but I don't see immediately a good way for you to get pounce, and I don't know if your DM would let you benefit from leading the charge. Desert wind has the blade boosts and flash of sunset for large bonus fire damage and works best with full attacks. Devoted spirit has a variety of damage strikes, standard-action and full-round. At low levels, warblade's damage options are exclusively standard-action strikes. You want divine surge regardless of whether your DM has it deal 6d8 or 8d8 damage to fill in the gap between warblade and the higher-level Devoted Spirit maneuvers. Arcane wrath can also help once you get it.
The second problem is a bit harder. It's hard to increase damage with spells, standard-action or otherwise, in general. Power Attack with wraithstrike is one method of solving this problem, Arcane Strike is another. JPM's arcane wrath can't substitute here because it's a swift action, so you can't use it reactively when an AoO chance comes up, and it only works on one attack anyways. Both Power Attack with wraithstrike and Arcane Strike add much more damage than abjurant champion's arcane boost. Note that you can get Power Attack with heroics if you need it, eventually. I prefer Arcane Strike because it isn't available via heroics and because it has better action economy than wraithstrike, arcane boost, or arcane wrath. You can do both, of course, for ridiculous damage, if you don't mind burning through spell slots fast. Beyond that, tactics of the wolf is one of the best early damage stances. Thicket of blades is quite good, but if you're ever going to use another low-level stance at all, I think tactics of the wolf should be it, and it's much better than punishing stance especially since you're not starting at 1st level. Unfortunately, getting tactics of the wolf requires some serious changing around of class levels. I like aura of perfect order as well, but it's somewhat less beneficial for your character than TB characters in general because your skills will be quite limited so you won't have as many d20 rolls to use it on. You might want to consider taking aura of chaos instead or in addition to it for the damage bonus to the dice from your strikes and Arcane Strike. A more out-there suggestion is that, since your DM is very generous with stats, warblade 7 will give +Int to damage against flanked or flat-footed opponents and might also be a good way to increase your damage, but obviously that slows down everything else you want.
You have to be more efficient with your feats, maneuvers, and stances. You have too many things that won't do much for you at the levels you take them or that don't have good long-term value and too many feats you could avoid taking by rearranging things. Immortal fortitude and rallying strike are underpowered when you get them. (Immortal fortitude is underpowered period.) Douse the flames, punishing stance, foehammer, and stance of clarity will be obsolete by the time you start play. Daunting strike can be good but you don't have anyway to stack fear, making it underwhelming at best. I like Tiger Claw here mostly because the ability to move more than 10' as a swift action is great for melee and hunter's sense is pretty much the only 1st-level stance you have access to that will be useful. Robilar's Gambit is a bad feat in general (it only works on enemies that want to hit you in melee, trading blows with monsters is a bad idea in general since monsters have bigger numbers than you, and most monsters don't do just damage with their attacks at CR 12 and more), so I would drop it.
1: warblade; Combat Expertise, Improved Trip; wolf fang strike (just as a prerequisite, it's completely useless, but you're not playing from 1st and you'll be retraining it later), sudden leap, moment of perfect mind; hunter's sense
2: warblade; steel wind
3: warblade: Stand Still; mountain hammer
4: warblade: claw at the moon or rabid wolf strike (retrained from wolf fang strike, if your DM is liberal with prerequisites you can retrain this to something useful like action before thought, emerald razor, or wall of blades); bolstering voice (largely useless, I'm using it as a prereq for WRT, the other stances do even less for you)
5: warblade: Combat Reflexes; white raven tactics
6: abjurer: Combat Casting, Martial Study (foehammer or vanguard strike)
7: abjurant champion
8: abjurant champion
9: abjurant champion: Martial Study (thicket of blades)
10: abjurant champion
11: abjurant champion
12: jade phoenix mage: Arcane Strike; divine surge
13: jade phoenix mage
14: jade phoenix mage: castigating strike
15: jade phoenix mage: Martial Study or Stance
16: jade phoenix mage: defensive rebuke (this boost never goes obsolete); aura of chaos or perfect order
17: jade phoenix mage:
18: jade phoenix mage: greater divine surge
19: jade phoenix mage: Martial Study or Stance
20: jade phoenix mage: strike of righteous vitality
Those high level Martial Studies or Stances could be whichever of chaos or perfect order you didn't take, or they could be high-level Diamond Mind or Iron Heart maneuvers that you have the prerequisites for from warblade. Elder mountain hammer might also be worth looking at just for damage. You could also consider Mage Slayer + Practiced Spellcaster or Supernatural Instincts.
I prefer the following progression, though, because it gets tactics of the wolf and some extra 2nd-level maneuvers and 3rd-level maneuvers instead of 1st-level ones, including potentially iron heart surge.
1: abjurer: Combat Expertise, Improved Trip, Stand Still
2: abjurer
3: warblade; claw at the moon or rabid wolf strike, sudden leap, leading the attack; hunter's sense
4: warblade; action before thought or wall of blades
5: warblade: Martial Study (foehammer or vanguard strike)
6: warblade: white raven tactics (retrained from action before thought, wall of blades, claw at the moon/rabid wolf strike, depending on how nice your DM is and what direction you want to go); tactics of the wolf
7: warblade: Combat Casting, Combat Reflexes; iron heart surge, soaring raptor strike, etc.
8: abjurant champion
9: abjurant champion: Martial Study (thicket of blades)
10: abjurant champion
11: abjurant champion
12: abjurant champion: Arcane Strike
13: jade phoenix mage: divine surge
14: jade phoenix mage
15: jade phoenix mage: Martial Study or Stance; defensive rebuke
16: jade phoenix mage:
17: jade phoenix mage: castigating strike; aura of chaos or perfect order
18: jade phoenix mage: Martial Study or Stance
19: jade phoenix mage: greater divine surge
20: jade phoenix mage
I may have some other thoughts later.