I actually like 2e's psionics, for the reason most people don't: Multiple Ability Dependency, it ensures nobody ever has access to all the good stuff, which is important with a point-based system.
Consider using ability score minimums to 'lock away' races, your players will complain - initially - but it adds quite a bit of awesome when they finally roll well enough to play one of the 'specials'. (Use CON for half-giants, otherwise you'll get nothing but hugely strong half-giants all the time, bleh).
Back to psionics: 2e has a very polished feel to it, it's going to make psionics feel very mature and well rounded in your campaign, while 1e (and really, use CCs rules, not the 1e rules, they're compatible, but CCs are vastly better) will give your campaign a more natural, uncontrolled feel to it. A third option, which would make for a very strange, pulpish feel is to use Carcosa's psionics rules. Those are highly random and are going to make people think very carefully about engagements.
A fourth option, would be to use the Traveller psionics rules. It's a little bit of work to get working, but they're brilliant and give a similar feel to 2es, but have a much smaller range of operability.