It is kind of hard to rate them all, one one will really agree. But for me...
#9 Stone Dragon
Limited mobility, weakest in damage, flight or aquatic environments render chunks of it useless, the few good strikes in it can be dipped without investment (bonecrusher, tombstone strike) making it very unrewarding to be dedicated.
#8 Setting Sun
Purely focused on tripping which is based on an Opposed Strength Check where your larger and more legged opponents obtain additional bonuses. The trip Maneuvers also deal little to nothing useful in damage. It has some utility through but other, lower level, Maneuvers offer the same style of effects (eg hydra slaying strike).
#7 Tiger Claw
So low!? Yep, everything focused on damage. Damage, damage, damage, damage for jumping, damage for a critical, damage for being smaller, damage damage damage. It's only real support is enhanced mobility from Sudden Leap or obtaining Cover as you climb on someone to deal even more damage.
#6 Desert Wind
Suffers from being the second most easily resisted Energy type in the game but has some pretty versatile stuff. Area bombs, teleporting counters, retaliation effects, bonus damage, debuff & set up via Distracting Ember, Searing Charge lets you attack opponents with flight even if you don't have it, really it's a good Discipline. It just comes to being fire based.
#5 Diamond Mind
A good well rounder but plays a bit more defensive than Iron Heart. It's Concentration-to-Saves, +IL-to-Saves, and Reroll that Save aspects are often a must for most builds. It's just offensively limited, the Ability Damage isn't worth using, other Maneuvers grant additional movement sooner, it's most powerful strikes (nightmares) is just a reflavored Full-Attack and Insight doesn't even acknowledge your melee capabilities. It's good, as a "mundane" you need to increase your Saves, it's just not great.
#4 Iron Heart
Surge is well known, Endurance gives you in combat healing, you have decent damaging strikes and area hitters, you can also debuff using Dazing Strike and try some fancy weapon tactics by chucking your favorite across the room. Iron Heart is the defacto standard, well balanced and powerful.
#3 Shadow Hand
Concealment, teleportation, and incorporeality go a long way out of combat. Ability damage gives you alternative ways to kill or disable your opponents as well. It's not really all that good for damage, but single handedly adds in a stealth/scout role to your Adapt.
#2 Devoted Spirit
Party healing while killing your foes? No way, it's like WotC heard how ineffective healing in combat is. You have have strikes that impose penalties, self buffs, a bit of CC and can try to help the party with the shield strikes. Pretty solid and gives you a nearly unobtainable resource: more HP.
#1 White Raven
Of course you'd expect the party helper to be in first place. Your Maneuvers grant other people extra actions or limit the actions of your opponents. Like Hammer is a Saveless method to Stun opponents, Tactics makes a Wizard's entire round worth of actions equivalent of your Swift Action, Order Forged lets the entire party rearrange them selves (great for ambushes!) and War Master's Charge says everyone gets to be an ubercharger.