Huh, I should have gotten in this earlier.
So I've made a lot of homebrew disciplines.
A lot. I do have a guideline pattern, though its a soft mold and only a guideline.
I usually try to put stances at 1, 3, 5, and 8.
I usually start with a list of one of each type of maneuver....
*One Counter
*One Boost
*One Strike
*One Rush (This is something homebrew but very popular wiki-side... basically move action maneuvers, which are usually movement-related).
Then I start changing it. Some disciplines are strike heavy, other counter heavy. And sometimes I can't think of a rush or a strike or a boost every level, so I end up with things like Strike, Strike, Counter, Counter at one level or Strike, Boost, Rush, Rush, Stance.
So each level gets between 3-5 maneuvers typically, enough to provide good selection. This tapers off at the end, half due to the difficulty of balancing 9th level maneuvers and half due to it feeling natural that this is the climax of your power in this field. I usually try to have 2-3.
Oh, and as a rule I try to avoid making maneuvers which become obsolete. Not obsolete by higher maneuvers, that's fine, but obsolete overall. So maneuvers that scale, however slightly (like 1d6 + 1 per initiator level) rather than a fixed 6d6 or 8d6 or whatever, with a few exceptions. Attack bonuses can be stagnant, and you can use stagnant damage if there are other things in play like status effects and whatnot.
I wonder if any of that helps.