Talk to the DM
While there's plenty of perfectly acceptable role-playing game stuff out on the Web, Sturgeon's law applies as it does in most media. If the DM's allowing homebrew stuff into his campaign, I suggest you and the DM work together to write that homebrew stuff. Often homebrew stuff relies on the writer's internal understanding of the mechanics, is skewed toward a particular style of play, and works best—or, sometimes, only—in the homebrewer's campaign world. Not grains but shakers of salt are necessary when using another's homebrew stuff.
But if you and the DM work together to make it, it does exactly what you want it to do in the way you want it to do it without having to worry about static from an outside source.
Quick assessment of this homebrew binder class
Like a wizard it summons a familiar and prepares spells, but it loses the wizard's bonus feats in exchange for a scaling method of creating traps, and, later, using those traps to gain minions, create powerful items, and collect special abilities. Although the spell list is more restricted than the wizard's and includes some oddities (e.g. the 1st-level binder (also Sor/Wiz) spell summon potato [conj] (here) is... whatever), it remains a prepared caster capable of casting 9th-level spells, likely putting it on par with similar powerful, versatile classes. The additional abilities lead me to believe that unless everyone were playing something of equal heft, such a binder would overshadow a party otherwise composed of a typical fighter, rogue, and cleric.1 That is, I suspect this is the case were the unfinished tables completed in the same manner they were started.
(You can visit the original posting of the class on the Giant in the Playground forums here.)
It appears this project was started on the Giant in the Playground forums here in Feb. 2012, but it was abandoned and moved to its current location.
So you're on your own here. The list is unfinished and has been since March 2014. It would be up to you and the DM to hash things out as to what would be the best fit for the campaign as it's clear there'd be some balance issues in most campaigns according to what's present on the chart (e.g. the choker's absurdly broken quickness ability—excised from the Monster Manual's 2012 printing—is granted as a levels 9-12 trait, while the acrosapien (a homebrew creature) grants SR 25 as a levels 17-20 trait, an amount almost casually defeated by similarly leveled casters).
Although no class quantifies their services in the way that homebrew binder does here, specializing in assembling hordes of willing or unwilling creatures is part of a few base classes (e.g. druids, wizards specializing in conjuration or necromancy) and more than a few prestige classes (e.g. Nar demonbinder, thaumaturgist). If gaining special abilities like those of a magical beast is what's attractive, the totemist from Magic of Incarnum is an interesting and underused option.
- While there are ways all 3 of these classes can contribute in a highly optimized game, by level 10 this binder and the cleric would probably view the fighter and rogue as holding them back.