Re: Dank Excommunication
I'll believe it when I see it. This theory craft of how amazing it is doesn't match up with any of the personal experiences I've had, or watching anyone else play GK. Also, most of the examples given are situations where it's countering one unit from using one ability after it's gone ham on you. I'd gladly be proven wrong though!
And Flamestrike not wiping squads? Gimme a break, you specifically wiped 2 of my squads with it last time we played Crew

Like dark flames or any nuke, you use it with other abilities and on damaged squads to get wipes, though even un-combed it can fully zone many T1 squads out. I'm not gonna take the stand that GK must have flamestrike and losing it is crippling, but I will emphatically say it is a very strong ability that combos well with GK, and Dank is overpriced, especially considering the newly red intensive T3. In short, I'll prolly be saving my red!
While losing access to T2 AOE damage is rough, I think GK have enough tools to cover it's absence, and I overall prefer not having repeat globals from other factions. Dank has been really weak since it was made an aura with no other changes, but because mind-blades and flamestrike existed, I had plenty of fun things to do with my red.
PS: Canticle as the only T1 armor will indeed force experimentation with it, so looking forward to that.
Re: The other stuff
That all said, Ops and T1 Acolytes I think are much more relevant and important topics. I'm in the middle of moving unfortunately (still don't have a PC setup at home) so my play time and post time is way cut. I've been wanting to do more grandiose GK writeups since the MRT, but I just can't find the time :/ These lame bullet points will have to do.
Re: Energy
So speaking of lame bullet points, the last and a big one is Energy. GK's theme of returning energy to it's units is really interesting, unique and underused. There simply are not enough units that end up energy gated (Ops, libby and INT) to make the various ways to give energy interesting. I'd love to see more abilities cost energy (or more energy) but have lower cooldowns, or a more caster style unit as core (relevant to my cata ramblings above). Some examples:
IST nade barrage should cost energy (maybe increase the cost of sarge nade too)
Give Ops 1, maybe 2 more spells (or make retreat break cost energy?)
Make purg flame-slow thing cost energy, but have no cooldown.
BC gets some more abilities tied to wargear (make Purified Blades an activatable ability instead of a passive, give Force Sword a separate ability besides the empowered WATH, maybe give T2 Agies an ability and increase it's cost)