IMO Extinction Knight makes it so that Taylor isn't just a squishy mage if opponents can make it out of her bombardment range. She would be able to pretty much lead from the front of group rather than hang out from the back. She would also get an immediate power boosts from the cartridge system, so casting time should be reduced, she would also be potentially be able to overload spells or something.
Infinite Enhancement synergizes with being in the back lines by adding more utilities spells since she would have view of the battlefield by virtue of being at a distance and cast spells accordingly, especially great if Taylor actually works with her faction rather than go solo all the time. Though if she sticks with the soloing or duoing with Samantha, I guess those debuffs would still come in handy even if the buffs aren't fully utilized.
Gadgeteer is the only one I don't really want on Taylor herself since this eats away her time needing to do completely different things to progress it. The good side is that the players can focus on building what they want specifically. Unless Taylor is limited to one template per class or something, I don't see why she couldn't grant two Gadgeteer templates if she wants more things made, though their may be a resource bottle neck instead.
Since I want Taylor to eventually work with groups, and I don't see a need for being in melee since that is what Samantha is for, plus enhancements would make Samantha even tougher, and we aren't exactly flushed with time to spend trapped in a lab when we already have trouble deciding what to do with the vast amount of other prompts provided to us, I'm going to go with
[ ] Infinite Enhancement – Support class with spells that empower your allies and hinder your foes.
Taylor will eventually get all of them, but this is what I think would be immediately more useful on Taylor herself.