I haven't read much about the Matukai, but I'm a huge fan of the Warden of the Sky tradition and have built it a lot.
Below is a typical example of what I would build. While I think the idea could be powerful it suffers from a combination of the worst-of-both-worlds (Jedi and Martial Artist). Jedi are MAD by nature and making them NEED strength for both damage and dexterity for duel weapon proficiency makes it even worse. Both force use and Martial Arts are feat heavy builds which means that once you switch into PrCs the problem gets even worse making swicthing into Martial Arts Master (a class you NEED) hard or delayed. Basically I don't think a warden could be an effective character in a campaign unless it was a game with more than normal feats (perhaps additional feats at levels 1,5,10,15,20). Other wise they are simply best as NPCs which the GM can create at level so there is no need to comprise for "strength now" as might be necessary in a campaign.
As always my build goes to level 15, uses a 29 point by, and has HP per level of 1/2HD+2+CON.
This is another way to build a warden as they do have good synergy with grapple builds, particularly throws. I used nosaurian because I like the species though a human would probably be better for the lack of stat penalties. Unlike most builds I consider this one 'done' by level 12 so I am presenting what I consider to be the minimum here, though for consistency I also built it out to 15 in the second spoiler so it can compare better to the above example. The build centers around the idea of moving opponents against there will, hopefully into one of those unending pits with no safety rails that seem to be everywhere

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So although I have build many Wardens this was the first time I built a grapple based on trip not pin. They do synergize well and I think the build could work in a campaign however while trowing is great for contorting enemy positions as it has very little kill potential so it would mostly be useful for moving people into hazards, setting up a melee assassin up for an easy combo, or keeping a vulnerable character safe by literally picking up and throwing away anyone trying to get close to them.