Can you rebuild a bit? Note that stances count as maneuvers for the purpose of qualifying for other maneuvers
and prestige classes (bottom of p.43), so you may have more flexibility than you thought.
Also, Leaping Dragon is really good for a Tiger Claw-focused build, but that's not what you have. (And I'm assuming that you got Sudden Leap because your DM is ignoring the prerequisite for that maneuver? If so I agree with his call, but you should make sure. IMHO it's an editing error that 3/4 of the
first level Tiger Claw maneuvers and stances have prerequisites...)
1/ Warblade 1 -- Blind-Fight, Martial Study (Burning Blade, DW/Boost)
-- Punishing Stance (IH/Stance), Moment of Perfect Mind (DM/Counter), Sudden Leap (TC/Boost), Charging Minotaur (SD/Strike)
2/ Monk 1 -- Improved Unarmed Strike, Improved Grapple
3/ Fighter 2 -- Desert Wind Dodge, Improved Initiative
4/ Warblade 2 -- Leading the Attack (WR/Strike)
5/ Warblade 3 -- Battle Leader's Charge (WR/Strike)
6/ Warblade 4 -- Adaptive Style -- Absolute Steel (IH/Stance),
Charging Minotaur -> Bonecrusher (SD/Strike)
7/ Warblade 5 -- [Ironheart Aura] -- White Raven Tactics (WR/Boost)
8/ Mo9 1 -- Flashing Sun (DW/Strike), Searing Charge (DW/Strike)
- - -
You're not actually required to take more levels of Master of Nine immediately! You can now stock up on standard Warblade maneuvers for a few levels before taking more Mo9 levels.
Why Desert Wind for your 6th school? Synergy. You're not particularly after Fire damage (but it's nice if you're facing ice critters), nor do you care about area effects. But you get some nice flashy Strikes which synergize well with what you want to do:
Flashing Sun -- Flurry with any weapon (+1 extra attack, -2 to attack rolls). Stacks with Dancing Mongoose (which you'll take later).
Searing Charge -- Some pesky Wizard flying around? Charge him
straight up and initiate a grapple! The extra Fire damage is nice, but flying is awesome.
Desert Wind Dodge -- Better than Dodge, since you'll be mobile, and it stacks with the AC bonus from your Absolute Steel stance.
Here's the other synergy:
Absolute Steel gives you +2 AC and +10 ft. movement, which is great, because you'll be charging a lot. This perfectly counters the AC penalty from charging. With Desert Wind Dodge, you actually have +1 AC when you Charge.

And you have a few Charge maneuvers: upgrade your White Raven charge maneuvers when you take Warblade levels, and keep Searing Charge for flexibility.
Burning Blade + Punishing Stance + Flashing Sun (+ Dancing Mongoose); or Punishing Stance + Burning Blade + Mithral Tornado (later): the extra attacks multiply your bonus damage nicely.
If you like the extra attacks idea, consider dropping Ironheart Aura and taking Snap Kick instead.
I've stayed away from Diamond Mind mostly because you don't have Power Attack. With Power Attack, the Diamond Mind school becomes quite attractive --
Emerald Razor is the most obvious synergy, but really all the heavy hitters (like Ruby Nightmare Blade and Diamond Nightmare Blade) rely on multiplying Power Attack.
The most important thing to consider with this character is that you'll be mostly doing two things: charging and not charging.

So make sure you have maneuvers which benefit both aspects of your personality. When mobile, you want to be in Absolute Steel stance. When standing toe-to-toe, you probably want to be in Punishing Stance, making full attacks.
Cheers, -- N