After having used it a bit, Electrokinises is definitely too strong.
If it used the player as a potential bounce target after the first hit, with a lower priority than mobs, it might incur a risk.
So far, it has high range, high chance of stun, insane damage...
Against small groups, it's essentially a riskfree, accurate, long ranged grenade replacement.
I suggest a 1 turn cooldown (one use per turn no matter how much AP you have) and toning down the damage a bit.
Say, 10% less and 20% drop per jump, off the top of my head.
It will still be a great damage option, and even if another skill should surpass it, it's a great addition to a kineticists arsenal due to how good it is against machines.