(Note: If anyone wants to add specifics on crunch to my answer, or copy-paste my answer to use as the basis for a better answer, please do so. I don't know enough to be helpful!)
I presume your approach is this: You want to try to combine the 3.0 core rulebooks with the 3.5 SRD, presumably because you want to use the 3.0 books for source material and advice but the SRD for stat blocks and an authoritative system of rules. You want to know what will you miss, meaning what could trip you up because you missed the difference between 3.0 and 3.5. I'm going to explain from a GM's perspective, that is, that you'll be planning a campaign, and that you've familiarized yourself with 3.5 already.
In short, as long as you remember to always treat the SRD as the only source for crunch, you won't miss much. A very small amount of mechanical data is missing from the 3.5 SRD (such as the stat blocks for the few monsters that Wizards kept out of the SRD, and the PHB's XP table). You can use the old versions safely, when necessary, provided you're mindful of systemic differences (such as the change to Damage Reduction). It'll be easy to know when to be careful, though, because you'll be looking at a book instead of a website.
Let me dig in to each core rulebook for specifics.
Player's Handbook. Honestly, just tell the players not to trust the 3.0 PHB and you'll be fine. Everything that isn't crunch is common cultural knowledge at this point, such as knowing that fantasy dwarves are good miners and like to use axes. The XP table is all that's missing, I believe, and it didn't change.
Dungeon Master's Guide. I actually own the 3.0 DMG but not the 3.5 DMG, even though I haven't GMed 3.0 in years. In fact, I reference it all the time for my Pathfinder game, for its general tools and advice on how to GM. So I think you'll do very well without the 3.5 DMG and your players will never notice a difference, provided you always use the SRD for actual game mechanics similar material such as the magic item chapter. But, say, the table of 100 plot ideas will never be out of date, you know?
Monster Manual. Effectively you'll be ignoring it wholesale except for, e.g., reading the colorful monster descriptions aloud to the players, and that's safe since they didn't redesign any monsters in terms of concept (that I know of). There is the matter of the non-SRD monsters, but again, you'll know to be careful when using them, so you'll be fine.
Best Answer
Ancedotes do not make for useful data. If necessary, suggest a psychic warrior to your swordsage. It's pure SRD, and has "impressive moves" without rendering the sorcerer moot, but there are no prima facie power imbalances here.
Looking at this well reviewed ranking system We see that all of the ToB classes are neatly within Tier 3:
The sorcerer you mentioned is Tier 2: with the spells offered by all of the splatbooks and spell compendium, they should be able to beat or equal a ToB character most of the time, depending on what realms they want to specialize in.
Clerics and Wizards are off in Tier 1, as they can compete against a tome of Battle character whenever they choose.
I would say: There is no power creep in Tome of Battle that is not exceeded by spell choices. ToB finally grants stabby types the chance to approach (but not equal) the genuine caster classes.
Looking at rate of power recharge is a mistake when not accounting for all other factors. The way to deal with power inflation is to get a group of characters that are clustered around one of the tiers, such that no one character can "win" at everything where the rest cannot. You also need to consider relative levels of optimization and system mastery between players, of course.
The easiest way to "balance" is to forbid the book. Nerfing the classes is severely contraindicated when looking at their relative power and choices. The most effective way to balance is to consider your specific party makeup, the requirements of your players, and asking for different power or class choices from some of the players.
At the end of the day, if you're worried about balance between classes, 3.5 may not be the system for you.
Some resources:
First, there is a broken combo in ToB when combined with cleric and extra turns: the Ruby Knight Vindicator. But that requires a fairly specific build and already has turning cheese in it.
Now, to take a look at your specific point of recharging and timing. The closest equivalent to "fireball" that I can find is Ring of Fire:
Presuming that you have optimized your speed somehow and have a base speed of 50' by 13th level or so this is a 6th level maneuver) you'll be able to create a 12d6 ring of fire.. with a 100' circumference. Or a 15' explosion. At 12th level, a sorcerer who took fireball... can spontaneously cast 6-8 20' radius fireballs in the same combat with 10d6 damage as well as a far longer range chain lightning (taking only from the SRD here).
If a 12th level sorcerer uses all of her fireballs in a day, it's likely she can call it a bad hair day and go home, as that's an incredibly large amount of magical resources to have expended. It's the same boat as the warlock: The "endless uses per day" only looks good in an unrealistically long adventuring day. Instead, the power, damage, range, and versatility of a caster will win out almost every time. Furthermore, this sorcerer could take arcane strike and/or use the 6th level "transformation" spell to be more effective than the swordsage in melee combat, if she so chooses.
Granting these abilities to the people who swing pointy sticks around evens the battlefield slightly... in their direction. Also, the 1 round break recharges 1 maneuver, not all of them, which is a remarkably horrible recharge mechanic.
"How to deal with this class for the rest of the group that is pure PHB?"
This is difficult, honestly. It is quite easy for sorcerers to choose the wrong spells and suchlike. The first thing I would do is allow the other players to "retcon" their characters . One thing that I've found that is somewhat workable is to allow every player to request one and only one extra book, thereby keeping the proliferation of splat somewhat manageable. Of course, your sorcerer should ask for the spell compendium, but that's perfectly within his right.
My recommendation, at the end of the day is "don't try to balance 3.5 splat." Instead, if it ends up that one player is taking too much of the spotlight, ask them to retcon some aspects of their character: perhaps multiclassing into something else or otherwise lowering their tier. At the same time, give other players options to edit their characters or revise past poor decisions.
When considering Death Mark and sorcerers:
The specific power identified is Death Mark:
As a 10' party-unfriendly "fireball" it seems like an interesting choice. However, this isn't even mentioned in the "stuff to care about" on the optimization threads Given that the choice is between this and stuff from shadow hand, be far more concerned about shadow hand. Still, a sorcerer has far greater range at far less risk, though they should not be evocation "focused" Looking at the other choices, deep slumber is a fantastic save-or-win, and explosive runes is incomparable in damage. (Mmm, explosive rune grenades. Horrible horrible horrible carnage).
Still, console the sorcerer that he has not yet come into his "power." And note when the sorcerer runs out of spells in play. I am also happy to help refine her spell selections to completely overshadow the swordsage. (With or without extra splat).