Personally, I'd take the Incarnum dip over the Binder dip for a couple of reasons. First of all, while Naberius is generally more useful, if you are regularly using Heroic Sacrifice you are plinking yourself for 10-20 damage every 5 rounds due to the con loss. You heal that temporary hp loss back in 1-2 rounds, so its nothing major, but it still is a weakness you wouldn't have with Strongheart Vest. Secondly, dipping Incarnum opens up Therapeutic Mantle at low levels, doubling (or 2.5x depending on ruling) the effectiveness of the Martial Spirit stance, and also contributing to other Crusader abilities. Early game survivability is apparently the most pressing problem, and the Hellbreaker healing doesn't kick in until level 7 at the earliest, and isn't replenishable mid-fight until 10 at the earliest. Something like:
Azurin or Other
01 - Crusader 1 - Stone Power, Extra Granted Maneuver
02 - Incarnate 1 -
03 - Crusader 2 - [Combat Reflexes]
04 - Crusader 3 -
05 - Crusader 4 -
06 - Crusader 5 - Bonus Essentia
07 - Hellbreaker 1 -
08 - Hellbreaker 2 -
09 - Hellbreaker 3 - [Improved (S)trip]
10 - Hellbreaker 4 -
11 - Hellbreaker 5 -
12 - Crusader 6 - [Mage Slayer]
13 - Crusader 7 -
14 - Crusader 8 -
15 - Crusader 9 - [Robilar's Gambit]
16 - Crusader 10 -
17 - Crusader 11 -
18 - Crusader 12 - [Defensive Sweep]
19 - Crusader 13 -
20 - Crusader 14 -
Feats marked in brackets are suggestions, power attack can be subbed for stone power.
Highest Level Maneuver: 8th
Highest Level Stance: 8th
Would cost a level and a feat, but it allows you to heal 5 hp on every swing at early levels (2-5), 7 hp at 6, and makes your crusader's strike heal for +2 until level 7-8, where you get the Hellbreaker heal. It also gets eighth level stances and maneuvers, such as Immortal Fortitude and Greater Divine Surge, which when combined with Strongheart Vest, is a free extra +4 TH, +14d8 damage on an Azurin, less on a non Azurin, and more if you really want to dump. Naberius can do it more often, but Strongheart Vest can do it with more burst or for free.
Regardless of what dip you choose (they both work great with Hellbreaker) I would strongly advise against Deepstone Sentinel. Their lack of stance progression alone is damming enough, but it restricts your highest level maneuvers (unless you go into another initiator class afterwards) to Stone Dragon maneuvers, which cannot be used off the ground... and in high level D&D, that's where fights tend to take place. Since its a ECL 11-15 class, that is very problematic. This is in addition to the flaws in the class abilities that Tonymitsu described. The only good that comes from it is Dragon's Tooth's UNLIMITED PILLAR WORKS (which is a glorious ability, mind you. The uses for an unlimited amount of 5/5/5 or 10/5/5 non-magical stone pillars that are dismiss-able are staggering in number. But even this is flawed: it can only be used on unworked stone or earth.)