Incarnum is a wonderful idea poorly implimented. The system has some real merits and solid ideas, but the idea of blue glowy stuff coupled with uninspired backstories meant an otherwise great product became very ho-hum. Pity.
I think what I hated about Incarnum is it really had no fantasy precedent. Psionics at least has some Eastern mysticism that works regarding it, which I wish they'd drawn more thoroughly upon in the 3/3.5 representations. Regardless, the notion of psychic powers is established and worth revisiting.
The trouble with Incarnum is they tried to make up something completely new, and failed miserably. They used a lot of the leftover Eastern mysticism that could've been used to enhance psionics, and they yet again made the mistake of treating it as a completely seperate source of power meaning they had to reinvent the wheel for the umpteenth time regarding how it interacts with existing magic.
As a result, a lot of the justification for Incarnum requires your campaign to accept Psionics as a given, because Incarnum bends over backwards to distinguish itself from Psionics, and how it's a power of the body whereas Psionics is a power of the mind.
Which makes things even more of a muddle than they were before.
The types of magic they're touting for this new book seem to be a lot better grounded. Thematically, they have much more basis both in a generic D&D setting and in fantasy and mysticism as a whole. You don't have to retool your campaign setting to accomodate them, as they build off of existing concepts and can be treated as merely obscure practices within a campaign world.
It's a better approach, in my opinion.