Well, originally this idea was for someone idea of a new base class, but it could work just as well here.
Since there was discussion of combining Warlock and Warblade, May I recommend Manuvers with a 24 hour duration, like so many of the invocations of Warlock. These would be basically perma-buffs. The original idea I had for this was the ability to "tweak" existing armor to get better performance out of it. Feel free to butcher it in any fashion that fits your framework.
Tweak Armor: He gets the ability to customize any suit of armor. He can pick from the following list, some multiple times. He gets one extra tweak every level. He should get this at level 1. He need not give all of them to the same suit of armor. He can use it on someone else's armor. It takes 1 hour to add one Tweak to a suit of armor. Once tweeked it will last for 24 hours. He must spend 5 minutes a day per suit of Tweaked armor to "maintain" the tweak or it will "decay". If he spends 5 minutes maintaining the armor, all bonuses remain. If he fails to do so, the armor randomly loses one tweak. If a tweak requires other prerequisite tweaks, the last tweak on a tweak chain is lost first. It takes 5 minutes to remove a tweak from a suit of armor. If you have no tweeks left (for example, tweaked up a whole platoon, then they run off.) He has to wait until the tweaks "decay" to apply more. (in other words, only tweak the armor of people you trust). If a suit of armor is destroyed, all tweaks in that armor are instantly available.
Editor: You could change it to a flat out 1 round to "tweak" then it lasts for 24 hours, period. The number of tweaks could be based on Max X Level, whatever. I'm sure you can work it out. Nothing on the following list isn't already available somewhere as an actual armor item. I just cherry picked all the best features.
AB: +1 Armor Bonus (cannot exceed 12)
MD: +1 to Max Dex Modifier (No max)
ACP: Reduce Armor check penalty by 1. (Cannot go below 0)
ASF: Decrease arcane spell failure by 5% (Cannot go below 0%)
Type Reduction: Heavy to Medium (Only Buy Once)
Improved Type Reduction [Prereq-Type Reduction]: Medium to Light (Only Buy Once)
NOT-ARMOR: If a suit of armor is reduced to Light, ACF of 0, and ASF of 0% (from only the armor itself. Accessories, spells, and other equipment does not apply. A masterwork suit of enchanted armor that has the ACF reduced to 0% by Armor Special Abilities is fine. Having it reduced to 0% from a Class feature does not count.) then you can spend one selection and reduce the armor to Not-Armor and the armor no longer counts as armor for the purpose of Class Features. (A monk could wear Not-Armor without it harming his ability to use Monk abilities) (only Buy Once)
Weight: Half (Each time you select this, you add one to the division. So 2 selections is x1/3. 3 selections is 1/4th) (Max 1/5th)
Clips: Ability to attach Dastana (1 selection) and Chahar-aina (1 selection) to any armor
Damage Reduction: 1/- (Max 5/-)
Buoyant: The armor has 0 weight when you enter water due to special air filled cavities. (Only buy once)
Gorget: Your armored neck gives you a fortitude save at DC 20 to resist vorpal attacks. Any attack to your neck that gives you a saving throw now has a +10. +10 AC against garrote attacks. (Only buy once)
Reinforcement: Damage from crushing/squeezing/blunt damage from grapple attacks/ falling onto flat surfaces/ blunt damage from a bull rush are haved. (example. Someone crashing into you for a bull rush is halved. Someone rushing you with a chest full of spikes is not. (Only buy once)
Sharp Edges: You sharpen the edges of your armor, and/or add small teeth all over it. +10 to cut yourself free from any entangle, net or ropes. 1d4 damage aura to anyone grappling you without a grappling device. Grappling devices take 1d4 sunder damage each round you struggle to free yourself. (Only buy once)
Quick escape: Remove your armor as a swift action. (Only buy once)
Fast donning: You can put on your armor as a standard action (Only buy once)
Riding Straps [Prereq-Quick Escape]: : You can lock yourself into a saddle so you and the horse are one. +5 to ride checks. You automatically make all checks to remain seated. A swift action is required to unstrap yourself. (Only buy once)
Stealth Coloration: +2 untyped bonus to Hide. (Max 10)
Baffled: +2 untyped bonus to move silently. (Max 10)
Battle Gloves: You gain a pair of gloves so well balanced, you can use them as if they were always a part of you. They are light weapons that inflict Bludgeoning, Piercing, or Slashing weapon as you desire and inflict 1d4 points of damage. They are part of your armor and you cannot be disarmed of them. You are treated as armed when you attempt to disarm. (Only buy once)
Improved battle gloves [Prereq-Battle Gloves]: Your empty hands are now treated as a 1 handed weapon for purpose of disarming. If you disarm someone, you can immediately arm yourself with the weapon as a free action. You also can interlock your gloves to perform a hammer blow. Your new attack does base 1d8 damage, your attack is treated as two handed attack (ie strength bonuses + calculating power attack), however, you take a -2 to your AC due to the awkwardness of interlocking your hands and the limited directions you can swing from.
Battle Gloves [Prereq-Improved battle gloves, Sharp Edges]: Your gloves are especially designed to rend armor. If your target has physical armor (not natural armor or force armor), you can attempt to rend the armor itself. The attack is a melee touch attack that requires a full-round action. You do a flat 1d4+1/2 strength reduction to the target's Armor Bonus. If the armor itself has damage reduction, it reduces the damage, unless the damage reduction is vulnerable to magic. In that case, the Greater Battle Gloves bypasses it. If the target has damage reduction (due to a class feature, for example), unless that class feature adds to the armor itself (like a tweak from this CF, for example) it does not act as protection. The gloves also now count as one handed weapons for the purpose of sundering weapons and shields. You gain Improved sunder weapon feat.
Armor insulation/Ventilation: Grants the wearer the equivalent to endure elements, but only against one type of extreme (cold or heat). It takes an hour for you to change out
Tumbler: You gain a +2 untyped circumstance bonus to tumble skills rolls due to the armo's fine balance (Max +10)
Commonize: This can only be used on exotic armor. It no longer is considered exotic.
Natural Claw: Not usable with battle gloves. You gain one natural claw attack. 1d4 for a medium creature. You can buy this twice.
Dual Claws (Prereq- Natural Claw. Twice): If you buy the natural claw twice, you can buy dual claws. This means you can make both your primary attack. Meansing you can attack with both as a standard attack, or if you make a full-round attack and use them as your primary, your claws both attack at normal, and all other natural attacks suffer the -5 penalty. If you are not using them as the primary attack, both suffer secondary natural attack penalties.
Rend (Prereq- Dual Claws): If you tweak a set of natural, you can also tweak them so you can do an additional 1d8 points of damage if both claws as a primary natural attack successfully strike in the same round. If your claws are not the primary attack, this does not apply.
Horned Helmet: You put horn(s) on your helmet and gain a gore attack that counts as a natural weapon. It does 1d6 damage. It can be set to receive a charge like a spear. If you successfully charge and use your horn as the primary attack and only attack, you multiple the damage by x2. This stacks with other multipliers. If you use it with other attacks, it gains only the normal charge multiplier.
Elbow/Knee Blades: You can hide a blade in the armor at any elbow or knee and is the equivement of a dagger that you cannot throw nor can you be disarmed of it. You gain the ability to do +2 damage on any attack where the target would be vulnerable to sneak attack damage.
Swimming: The armor does not double the ACP when in water.
Improved Swimming [Prereq- Swimming, Buoyant, ACP 0]: The armor grants you a swim speed equal to your armor's base speed. This is not modified by anything that modifies your base land movement speed.
Slick: +2 alchemical bonus to escape artist checks and to resist grapples. (max +10)
Interlocking: By carefully constructing the armor to overlap better, your armor gains an additional +2 armor bonus., but only if you are moving slowly. If you move more then 5' in a round, the gaps in the armor become pronouced and you lose the +2 AC.
Wrist Shield: You build a buckler shield into your wrist. You gain a +1 shield bonus at the cost of -1 ACP, and +5% to your ASF. If you are using that arm for anything else (holding a weapon, gesturing, holding spell components) you lose the Shield Bonus. You cannot use it to shield bash. You can buy it twice for both wrists and it does stack. However, both hands must be free.
Oil Chamber: You can add a chamber to your armor that will hold oil. You can load the oil chamber with any magical oil as a full round action. Once primed, it cannot be opened without firing. Youc an open it as a free action. It will spray you on the inside of your armor with the magical oil. Oil versions of potions cost exactly the same. For example, you could get an oil version of A potion of haste. (the Trapsmith version) for 50 gp that lasts for 1 minute. As a free action, trigger the oil chamber and spray yourself with the oil so you get the effects of a haste spell without taking the standard action to drink it.
Sectioned [Prereq- Must be heavy armor]: If you make your armor sectioned, you can reduce the armor to medium or light armor by removing sections. Each section you remove lowers the armor to medium then to light. It increases the MDP by 1 for each section. The Armor Bonus decreases by 3 for Heavy to medium, and 2 for medium to light. The armor check penalty decreases by 2 for heavy to medium, and 1 for medium to light. Arcane spell failure decreases by 15% for heavy to medium, and 10% for medium to light. If you put the sections back on, you increase by the same amount. Can be combined with Fast Donning and Quick escape to remove or add pieces back on in a standard or swift action as appropriate.
Stability: You gain a +2 untyped bonus to resist being bull rushed or tripped and +2 to balance checks. (Max +10)
Tentacles: You add tentacles to the armor all over. You gain a +2 to trip attempts. (max +2)
Then you could have a "tweak" weapon manuver/invocation. Extra damage. Size class increase. Decreased weight. Bonus to trip, grapple, ranged, no minimum range. Improved range increment. Range incremenet like a launched weapon not a thrown one, etc etc etc.