Since you don't seem to mind web enhancement sources I've got a potential solution. There was a Mind's Eye article outlining some advanced psionics tattoos.
Going by just the Expanded Psionics Handbook, psionic tattoos are simply a replacement for potions and have to be manually tapped to be activated then fade away. They're also limited to 3rd level or lower. But the article outlines additional advanced tattoos that allow you to do things like set contingencies for automatic activation, quickened mental activation, and even a way to recharge them so they're reusable. It also outlines how to make basic tattoos of up to 9th level.
The one wrinkle is the article is 3.0 and was never officially updated, though fan updates for it exist. For the purposes of your request, the material should be able to be used as written.
(maximum tattoo slots=20)
*Circuit Breaker (300 gp, 1 slot): Protects against nullify tattoos and overload tattoos powers. A triggered circuit breaker requires you to spend 3 PP to reset the breaker. Resetting a circuit breaker is a standard action. This only protects from the new powers introduced in the same article so unnecessary unless you think your DM is going to throw them at you.
*Integrated Circuit (50 gp, 1 slot): Lets you change the links of other tattoos for 1 PP as a standard action.
*Transducer (1250 gp, 1 slot): Spend 2 PP to recharge linked capacitor 1 PP faster. You can spend as many PP as you have available.
*Capacitor (1250 gp, 1 slot): Linked tattoo or relay is reusable, but capacitor must recharge. It recharges at a rate of 1 PP per day. A capacitor is considered fully charged when it has enough PP to power the tattoo or relay it is connected to. A capacitor will only trigger when fully charged. You start the day with one less PP for each charging capacitor.
*Inducer (2400 gp, 2 slots): Linked tattoo or relay triggers automatically on a preset condition.
*Relay (50 gp, 1 slot): Links up to 3 psionic tattoos to trigger one after the other. The first tattoo triggers at the end of the round the relay is triggered in, the second triggers at the end of the next round, and the third tattoo triggers at the end of the round 2 rounds after the relay is triggered.
Capacitors can be connected to individual tattoos in a relay rather than the relay itself for faster recharging. If a tattoo circuit is triggered again before the capacitor is finished charging the basic tattoos will still trigger but will fade away after.
So provided you have the chance to recharge it via the transducer between uses, or enough time has passed for it to recharge naturally you're golden. Even if not, you'll get two uses out of it before it's lost. If cost is no object then you could set up several of these psionic circuits. You could even have them trigger in sequence and only trigger if their capacitor is full unless there are no full capacitors remaining. That will really depend on what power you want to trigger. The slot cost rises sharply. You might want one circuit breaker which is one slot. The transducer, capacitor, and inducer circuit take four slots every time. So if you were wanting a level 5 power like Steelsteal you could set up two circuits plus the circuit breaker and that would put you at 19 slots out of the 20 slot limit.
Set the inducers to:
Inducer 1: if [condition] and [[capacitor 1 is full] or [capacitor 2 is empty]] then trigger.
Inducer 2: if [condition] and [[[capacitor 1 is empty] and [capacitor 2 is full]] or [tattoo 1 = null]] then trigger.
That will get you two uses in succession without worrying about loss and two more with increasing loss until failure.
A 1-3 level power results in three full circuits, or four if you're willing to drop the circuit breaker. For a 4th or 5th level power you could get two full circuits. A 6th level power could only be done twice if you dropped all the transducers and the circuit breaker. Anything higher could only have one circuit.
Here's a link to the article: Link