The basics of your build (Dragonfire Inspiration, Song of the White Raven, TWF, Snowflake Wardance, etc.) are fine so I'm going to focus on the other elements.
What level are you starting at? Song of the White Raven is a bit late if you're starting below 6th given how important it is. Why you are taking four levels of bard right at the start? You might want two for sure for inspirational boost (note that you can't use a swift action to activate inspire courage with Song of the White Raven and benefit from inspirational boost), but it's not clear to me that you want more bard levels right then, and taking bard 2/warblade 1 would let you get Song of the White Raven with your 3rd-level feat. I support the idea of taking more bard levels in general, bard has a much better skill list than warblade and spellcasting so will improve your out-of-combat utility a lot, and you may even want more than four levels in the long run, depending on what level you expect the campaign to end at.
Who else is in your party? Should you be focusing more on maneuvers that increase your allies' damage? I can't figure out from your choices whether you do or don't have a lot of melee allies who would benefit from White Raven maneuvers. You have quite a few White Raven maneuvers, but your choices aren't optimized for supporting a melee party. You're also ignoring the extremely powerful high-level maneuvers that Diamond Mind gets. Time stands still, stance of alacrity, quicksilver motion, and moment of alacrity (if you're breaking the action economy, which you are, a lot) are all very strong. I would rebalance your lower-level choices so you have the ability to pick up those and look again at some of the higher-level Iron Heart choices.
For specific maneuvers, I think you can make some better choices in general. There's no reason for anyone with TWF and Tiger Claw not to take wolf fang strike as their zero-prerequisite Tiger Claw maneuver, the ability to move and still attack with both weapons is invaluable. You can swap it out later when you need more than two attacks if you're allowed. You should grab mountain hammer at some point for carving through walls and similar, probably instead of tactical strike or douse the flames. Fountain of blood is not very good in general, and you don't have enough of a fear focus to make it worthwhile. (I question whether it's useful even for fear-focused characters.) Lion's roar would be better, and it's not great unless you have allies that benefit. There are lots of other better choices, in particular lightning recovery, wall of blades, or any of the Diamond Mind counters that replace saves with Concentration checks. Covering strike is very underwhelming for its level, if you need another White Raven maneuver for prerequisite purposes, lion's roar is also underwhelming but you can take it earlier so you can take a higher-level maneuver from another discipline at 13th level. Better yet, consider taking a White Raven stance (see below). You shouldn't trade out sudden leap at any level, there is never a point where the ability to move as a swift action isn't amazing for melee characters. Warmaster's charge and mountain tombstone strike aren't terrible choices, but I think that the Diamond Mind, Iron Heart, and Tiger Claw 9th-level strikes are better.
For stances, punishing stance is a bad choice for a 1st-level stance because 1d6 doesn't matter much in the long run. Absolute steel is a bad choice because it can be replaced with a 5.5 kgp core magic item. Press the advantage is underpowered for its level, an extra 5' step simply isn't that valuable in general, and likewise so is swarm tactics, as by the time you get it, tactics of the wolf will probably do more for you. The 1st-level stances warblade gets mostly don't age well except for hunter's sense, which is also a decent out-of-combat stance. I'd take that over punishing stance. If you do have melee allies, leading the charge is also a reasonable choice. Tactics of the wolf is one of the top stances for damage and much better than punishing stance provided you have anyone to flank with, even animal companions or summons. If you think you won't be able to get flanking, maybe pearl of black doubt? Tactics of the wolf is really quite good, though. For 5th-level stances, there are fewer compelling options, though hearing the air and dancing blade form are both reasonable. The warblade's best 8th-level stance is stance of alacrity, though wolf pack tactics isn't terrible. None of the others compare.
For feats, everything looks good, up to the order you take them in, until 12th level. You might be able to get your hit chance high enough to make Greater TWF useful, but if you aren't hitting 50% or better with -10 to attack, it's probably not worth it. White Raven Defense and Clarion Commander are not good feats, I'd rather dump the warblade bonus feats into Blind-Fight, the save feats, or Quick Draw, none of which are particularly compelling for your character. Blade Meditation is also an okay choice, and you have that. Lingering Song is bad in general for bardblades, once you activate inspire courage you don't have any reason to stop singing, and particularly useless at 18th level since by then combats will be so short. Look at Martial Study and Stance, those feats taken at high levels on TB characters will do more than almost any other feat because high-level maneuvers are better than almost all feats. The only other feat I'd look at taking early is Weapon Finesse, because it would let you drop Str to 10, so you could then swap the 14 to Int to use your warblade features and get some more skills, and focus all your money and level-based boosts on Dex, getting higher AC and initiative. Edited to add: I didn't realize this was point-buy, that makes Weapon Finesse a stronger choice since you can reallocate your initial point distribution to get a high Dex.
For itemization, you have a big damage bonus from Dragonfire Inspiration, and tactics of the wolf if you take that, so you want to boost your attack bonus to compensate. Thus, you want straight pluses on your weapons and the martial discipline mod for whatever stance you expect you'll spend most of your time in. Your other items mostly look fine, assuming you're spending the rest of your money on the standard bonuses to stats. The only comments I'd make are that you should ditch fearsome, you're not a fear-focused character, and make sure to pick up boots of speed at some point. Slippers of battledancing are really not that good for most characters, they only work if you move 10' with a move action, and the only way your character can take advantage of them is with quicksilver motion, which will be very very late.