Attack Routine
Dual-wielding two bastard swords with Two-Weapon Fighting and Exotic Weapon Proficiency (Bastard Swords) causes you to take a −4 penalty for wielding two one-handed weapons. If you were to wield a one-handed weapon in one hand and a light weapon in the other, you’d have only a −2 penalty.
In addition to these penalties, you have BAB +7/+2 (that is, two attacks, one at +7 and the other at +2), and a +4 Strength modifier. As a Fighter, you have Weapon Training, which is a +1 to attack and damage as long as you use weapons from the chosen group (which is another problem because you have to pick between Heavy Blades and Light Blades).
So as it currently stands (with the −4 penalty), your attack routine is this:
Dual-wielding Bastard Swords, Heavy Blade Weapon Training
Bastard Sword +8, 1d10+5 (10.5)
other Bastard Sword +8, 1d10+3 (8.5)
Bastard Sword +3, 1d10+5 (10.5)
If you had a bastard sword and a short sword, you’d instead have a −2 penalty, like so, but you’ll only get Heavy Blade Weapon Training on the Bastard Sword attacks
Bastard Sword and Short Sword, Heavy Blade Weapon Training
Bastard Sword +10, 1d10+5 (10.5)
Short Sword +9, 1d6+2 (5.5)
Bastard Sword +5, 1d10+5 (10.5)
You lose an average of 2 damage on the second attack, but you are far more likely to hit with all three attacks.
If you swapped the Bastard Sword for a Longsword, saving yourself a feat, you would have
Longsword and Short Sword (+1 feat), Heavy Blade Weapon Training
Longsword +10, 1d8+5 (10.5)
Short Sword +9, 1d6+2 (5.5)
Longsword +5, 1d8+5 (10.5)
On average, you lose 1 damage from each of your first and third attacks (2 damage less total), but you have another feat which may be able to give you more damage than that. A really simple example is to switch to purely Short Swords, and take Weapon Focus and Weapon Specialization with them. This also allows the Light Blade Weapon Training to get the bonuses on all of the attacks.
Dual-wielding Short Swords, Weapon Focus and Weapon Specialization (−1 feat), Light Blade Weapon Training
Short Sword A +11, 1d6+7 (10.5)
Short Sword B +11, 1d6+5 (8.5)
Short Sword A +6, 1d6+7 (10.5)
Note that this version has the highest attack bonuses and the same damage potential as the two bastard swords. Weapon Focus and Weapon Specialization are not exactly high-power feats, but they’re better here than Exotic Weapon Proficiency in the Bastard Sword. (to be fair, I used two feats to do it, but Weapon Focus in Bastard Swords doesn’t really help much since either you’re taking huge penalties for using two or you’re only getting the bonus on two out of three attacks)
Alternatively, you could consider Improved Two-Weapon Fighting, either with Exotic Weapon Proficiency in Bastard Swords:
Bastard Sword and Short Sword, Improved Two-Weapon Fighting (−1 feat), Heavy Blade Weapon Training
Bastard Sword +10, 1d10+5 (10.5)
Short Sword +9, 1d6+2 (5.5)
Bastard Sword +5, 1d10+5 (10.5)
Short Sword +4, 1d6+2 (5.5)
Or with Weapon Focus (Short Sword)
Dual-wielding Short Swords, Improved Two-Weapon Fighting and Weapon Focus, Light Blade Weapon Training
Short Sword A +11, 1d6+5 (8.5)
Short Sword B +11, 1d6+3 (6.5)
Short Sword A +6, 1d6+5 (8.5)
Short Sword B +6, 1d6+3 (6.5)
Note that in the second case, you average 2 damage less on half your attacks, but have +1 on all attacks.
There are still better things you could probably do, these are just some simple, Core feat choices that you should consider without changing your existing feats too much.
Combat Maneuver Bonus/Defense
CMB = BAB + Str + size_bonus + misc
You don’t have a size bonus if you’re Medium (like Humans generally are), so ignore that. The Fighter’s Weapon Training also gives you a +1 as long as you’re using the right weapon, so +1 for that. Your BAB is +7 and your Strength modifier is +2, so your CMB is +10.
CMD = BAB + Str + Dex + size_bonus + misc
Again, size and misc don’t come into play. Weapon Training only helps against Disarm or Sunder, so I won’t include in the general number. So you have +7 + 2 + 2 = +11.
Don't pretend you're a rogue, because Ardents don't look good in leather. You require some real (and exotic) metals between you and the enemy. The thicker, the better. Ask for some mirrored or hydra layered plate platemail +5, as it's in a similar theme to your original gambit armor.
Item materials are also important and scale by half-tier1, but your main problem is that you're in leather armor with a dex of 16... in epic. The choice between heavy and light armor becomes critical.
Ardents use heavy armours because they, typically, don't invest in being fast or thinky. Furthermore, alternative materials don't cost more, only the enchantment matters.
The calculation should be 10 + half-level + material&type + enchantment + feats + ability score if light armor.
Displacer armor is for cloth leather or hide. Looking at the Ardent Handbook, you should be in heavy armor, not light armor.
Given that you're using leather, you should be using Anathema Leather or equivalent (adventurer's vault) to give you an extra +3. However, you're an ardent. No ardent should be focusing on int or dex, and ardents don't get off-stat bonuses to light armor.
Displacer Anathema Leather Armor brings your AC to 10+24/2+5+3+3 = 33.
Assuming you stay in chain, taking the boring Veteran's chain, in the +5 version, we get a
Veteran's Weavemail Armor +5 +5 enchantment, +10 from the weavemail. or +15 from the armor. 10+24/2+5+10 = 37, which for a shieldless leader designed to be in the second rank... is not horrible.
Assuming you invest a few of your feats into AC (which is only reasonable, considering that you're in melee with a con focus), You'll be in nagascale scale armor (+11 armor bonus) for a 38. And since you've got a 15 strength, you should have jumped into plate into epic, and +5 layered plate (+12 from armor). Add in armor specialization from paragon for a +1, and you've got a neat 40 AC.
Enemies, at level 24, should have around a +28 to hit. They will have approximately a 38 AC.
Additionally, you need to give enemies a strong incentive not to attack you or be next to you. You should have, as your at-wills, Unsteadying Rebuke and Violent Upsurge. Make it clear to the first enemy who attacks you that a) they'll get slid to the bad place on their turn, and b) they'll have all sorts of bad bad vulnerabilities. While it doesn't make up for your barely-there leather, it at least acts as a very vocal discouragement to attacking you. Which, when combined with demoralizing strike means that enemies will think twice before getting near the scary scary scary person. (Or, y'know, try to focus fire you down and kill you.) An AoE of "Here, have -6 to defenses" combined with an immediate reaction slide will inspire great fear in the DM.
1According to Andras, Heroes of the Fallen Lands, page 325, has eliminated that requirement entirely, and just automatically scales armor by tier. Take this as another reason to be using the character builder to generate your character sheet.
Best Answer
No, 4e does not have any non-racial ability boosts in the Heroic Tier.
Fourth Edition's ability requirements for feats (and its assumptions about the level of your basic stats throughout the game) are much more stringent and coordinated than in 3.x, and ability stat bonus are not part of regular character progression until level 21.
You should not be concerned about all of your stats being good.
With the typical 4e 22-point array, you can get one score up to 20 after racial modifiers, at the expense of secondary stats. This works for some classes and builds better than it does for others, who might prefer to have two 18s over a 20 and one 18 (again, after racial modifiers, assuming optimal choices in that field).
As you can see, it is not expected --or possible-- to have three really good stats. At best you can get two good and one okay stat. 4e's defenses each use the better of two stats (Str/Con, Dex/Int, Wis/Cha), so there's rarely any mechanical advantage to being concerned about more than three stats. This is also why most classes have either one attack stat and two options for secondary stats (called A classes), or two options for attack stat and one secondary stat (called V classes): they expect you to only focus on two or maybe three stats, and have accounted for this in the game's design. (There are even utility powers which let you use one stat in place of another, or one skill in place of another, once per encounter in non-combat situations like skill checks.)
Discussion of your situation
A fey pact Hexblade should be stacking Charisma first (your main attack and damage stat) and Dexterity second (the stat associated with your pact's riders). Constitution is an alternate secondary stat for Hexblades, but usually associated with other pacts than the fey one. As you're discovering, 4e point buy is designed so you can't stack many stats especially high; it's part of the game balance.
Suggestions
First, it's usually a mechanically poor choice to have a race without a bonus to your attack stat. This is even more true when you want two secondary stats. Without changing your race, the best you can hope for is Cha 18 and 15s in Dex and Con. This isn't shabby, for the record. You shouldn't feel like it's a bad set of stats; given that your choice of race is not ideally suited to your class choices it's quite respectable.
If you choose a race with +Cha and +(Con or Dex), then you can get an 18 in Cha and 18/12 or 16/14 in Con and Dex.
If your primary concern is that you prefer Con-based warlock powers and want more durability, then switch to a Hexblade pact that uses Con for riders: Elemental and Infernal both enjoy them, letting you relegate Dex to a tertiary stat that is mostly for skills but might also come up as the occasional power rider.
Alternately, you could be a regular warlock with a Con-based pact. It's possible for Infernal, Sorcerer-King, Star and Vestige pact warlocks --but not Hexblades of any type-- to use Constitution for their attacks. This makes Charisma a secondary stat letting you focus put more points into one of your preferred stats without feeling like you're nerfing your attacks. However this also removes Dex as a stat your class is concerned with at all.
If you're more concerned with stacking Dex, then keep your current build and don't worry as much about Con. There are great Cha-based lock powers, they just have different playstyle assumptions. If you honestly like the Con ones so much, look at my suggestions above because feylock isn't going to make you happy. If your major concern about Con is survival, then look at the Cha-based powers which provide some powerful avoidance and control as alternate survival-enhancement options. @Waxeagle's suggestion to consider the Born Under a Bad Sign / Auspicious Birth character backgrounds is good also; it lets you use an alternate ability to determine starting hp (but not your healing surges).