The duskblade//factotum's an interesting mix... wouldn't recommend it for a normal campaign, but for gestalt it's fun. All great saves, full BAB, tons of skills, some spells, and interesting abilities all around. Lots of options in and out of combat. Not the most powerful, but my DM is purposely limiting our power level.


As to the gloves: stances are a type of maneuver, as defined in the book. Not that they grant the use, not the maneuver itself, making them useless for prereq meeting, and the maneuver's prereqs must be met
Okay, so the ToB actually contradicts itself on whether or not stances are maneuvers. On page 43 it says, "A stance is not a maneuver, but a specific fighting method that you maintain from round to round." Whereas under the quick overview of the book it defined stances as "a special type of maneuver."

Most rulings I've seen/been dealt say that a maneuver-granting item like the gloves would not grant stances... because if stances could be subsituted for maneuvers anytime it would change a number of things in game: a 1-level warblade dip, for instance, with 3 maneuvers + 1 stance known could technically grant 2, or 3, or 4 stances, or non-martial adept characters could take martial study to get a desired stance, as it has no requirements (beyond those on the maneuver itself) as opposed to martial stance which does have a requirement.

It might be a good idea to at least have a note by the gloves to check with a DM whether or not they work with stances, as continuously-active stances are definitely more powerful than a once-per-encounter (pending recovery methods) maneuver.