Take it (2 DP) when you want a methodical, objective-anchored army: claim a point, make it the centre of gravity, and grind from it. It suits players who like resource engines over dice spikes, because Magos generates command points, Cached Acquisition refuses to give points back, and Reactive Safeguard denies your opponent the trade they wanted.
Its weakness is rigidity. One marker per turn is a narrow beam, and against a mobile opponent you can spend the game nominating the wrong point. Infoslave Skull is the pressure valve, and most lists plan to spend it most turns. Note also that Auto-oracular Retrieval is a 2CP spend, so the detachment wants a transport and the command points to use it, which is part of why the Magos enhancement carries more weight here than its price suggests.
At 2 DP it leaves 1 DP for a support. Lords of the Forge is the natural fit, because every enhancement here puts a Tech-Priest on an objective in the open.
Sample gameplan: nominate the midfield objective in your Command phase and put a Rangers block with a Genetor-bearing Tech-Priest on it. Keep Kataphrons and a Dunecrawler within range so their wound re-rolls are always live. Spend Infoslave Skull to add the objective the enemy is holding, so Logis and the base re-roll apply to attacks going out as well. Deliver a unit by Dunerider and cash Auto-oracular Retrieval on the volley. When they charge your holders, use Reactive Safeguard to embark instead of fighting, and if you do lose the unit, Cached Acquisition keeps the point.