I'm aware these things have been playtested, but That doesn't mean these questions aren't valid. Even with playtesting things get missed.. also, who knows, maybe these have been addressed and I'll get the answer.
1.) Collective Healing states:
** The vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).**
So does this mean you can use it unlimited times a round (a.k.a Free Action useable even when it isn't your turn).
Or is there some limit? (a.k.a. Should it be an Immediate Action?)
Or should it be an Immediate Action if you are using it off turn, and a Free Action if you are using it during your turn?
2.) Knacks state they are Psi-Like (Assuming that is what Ps stands for) Abilities.
Shouldn't there be a times per day for them?
Isn't it a little 'powerful' to be a free action for 1 power point? I mean, you're able to give this ability to all your Collective Members, regardless of distance from you.
Also, Compared to the Guardian Pulse and Soulthief Pulse, Mender's Pulse seems a bit weak.
Guardian's Pulse: DR 2/- for one round.
Mender's Pulse: fast healing 1 for one round.
Soulthief's Pulse: Any successful damaging attack made with an attack roll made by a member of the collective heals the attacker for the damage dealt, up to 2 hit points of damage. (for 1 round)
Guardian's Pulse can potentially stave off a lot of damage, Soultheif's Pulse can potentially give a lot of health (Depending on number of attacks a person has/Attacks of Opportunity).
Mender's Pulse however, gives a single hit point (And they have to wait for their turn to get it).