I'm not entirely sure I understand. If I understand your explanation correctly, this power is written in such a way as to allow classes without a collective to use this as if they had a collective? My reason for asking is because I'm playing a Tactician in my current RL campaign, and both me and another member of the group are playing as Necropolitans (we play 3.P, FYI). The immunity to mind-affecting is a bugger to work around, but with Spirit of Many, I'm able to work mind-affecting immunity and use the useful powers. Since battlesense is mind-affecting but isn't a network power, it doesn't benefit from Spirit of Many, meaning the other member and I can't use it.
Also, to reply to your Gambit Dilemma, couldn't you have the gambits have a 1d4 round cooldown or something similar? I don't know much about class balance, but how would that affect how the class runs?