Ouch =S
Those are quite some opportunity costs.
Well, first off. Burden of Command. Not sure how soon we'll be able to modify these choices, which makes it harder, but the fact we have Warseer Commanders available and none of the other Rare Unit types despite having spare Battlecasters in the Rare Unit Pool and no spare Warseers there is... interesting? It at least suggests Burden of Command isn't running on quite the same system of Rare Unit Unlocks as the Technology of Magic is.
Do we want our basic detachments to have higher morale and be less likely to break, or to suffer less casualties when they do break and when destroyed by other means?
There's also the question "do we want our basic detachments to be headed up by conventional trained officers, or by Priests of the Bloody Handed God?"
Personally, I'm not sure we really want the latter to be the case? It feels a little Meme Commissar-y, and I don't think we really want to be the Imperium here.
Diplomacy-wise:
Stel'iy-Rann/Nacretinei are highly time-sensitive before we see yet another Craftworld written off, and looking for them is likely to get us the knowledge of the Webway Eldar surviving much faster than we otherwise would, which both potentially gets us options to deal with various valuable factions of pre-Fall Radicals before the consolidation begins, and might let us get in
yet more Harlequin credit if we're the ones to bring that to their attention. Important to pick, I think we mostly all agree.
Kher-Ys and Muirgaythh aren't as explicitly time-critical, but we know they don't make it OTL, and we've been told both that important/ambitious members of the Radicals are prime targets for Chaos, and that both of these Craftworlds are somewhat lacking in allies/defences. Plus, it'll take some time for them to actually get near us if we do manage to get them onboard (metaphorically, obviously if we manage it literally that'll already be done), and doing that will probably get harder (or at least have terms less favourable to us) as they have time to put out their own feelers and get their diplomatic affairs in order. Probably not super critical this turn, but we don't want to leave it much longer.
Stel-Uit is another one we can probably spare a turn or two to get to, especially since fixing their shit is going to cost us BAP, but they're probably also having food problems a lot faster than us, and getting that population resettled will provide a nice boost whoever they resettle it to, which will ideally be us (as in, our faction, not necessarily our craftworld) if we get to them soon, so the earlier the better.
Lal'c-Tann is also likely highly time-sensitive, potentially has major benefits, and perhaps most importantly is personally important for us in-character(s).
Ulthwe isn't something we need to do to prevent a disaster for the Eldar like a bunch of the other options, but it's still an option that is only going to be available so long before they solve it themselves, and we could use the +rep, though it's not like running around saving entire craftworlds and their fleets won't get us +rep with Ulthwe anyway. Possibly more importantly, the sooner communications are running, the sooner we'll probably get major diplomacy improvements.
Saim-Hann has a bit of time before we need to answer, and honestly we're kind of limited military-wise at the moment anyway.
I'd say
[ ] Stel'iy-Rann | A Pearl Without Price
[ ] Lal'c-Tann | Oaths of Brootherhood
myself.
Yep. We're desperately in need of some kind of Officer Academy research to autoproduce commanders like we do machines from factories.
But we haven't seen a Seer Academy research yet, and that infrastructure line is farther along plus we have actual active seers running around fully trained, so I'm not feeling optimistic as to our prospective timeline on getting one.
a) That infrastructure line isn't further along, as far as I know? We (probably) haven't finished the Seer Circle BAP action, let alone activated the followup Seer AP project, let alone then had a turn to see what we unlocked.
b) Training Psykers is difficult at the best of times, and these aren't the best of times. I would expect automated Psyker production to be harder/less accessible/slower than automated Officer production. If nothing else, game-mechanics wise we're going to need a
lot more of the latter than the former.