So, we all know that a Psyker can be a powerful tool, in the hands of the right Commander, Squad, and Player, but in the fluff, they are also much reviled and mistrusted, every one of them a ticking time bomb, waiting to go off at the worst possible moment, and in the most spectacularly bad way possible, while they might also be a window through which the spawn of the warp is listening to everything they hear (Imperial citizens are superstitious, regardless of whether this is possible, or not). Add to that the Imperial Guard already have decent weapons, able to obliterate squads of people, breach thick walls, and what have you, and sensors to find the enemy. I've read of a few GMs here who just disallow them as PCs on principle, so a bit of the good side would be nice. If you had to come up with the positive reasons why Commanders keep these souls around, even if in close prox to a Commissar, what would they be? What uses do they serve in your world, and 40k's?
Also, this is for Psykers, as in the Guard, not Astropaths; their function is a gimme, and not the kind of character a player would likely be playing. I personally like Psykers, and they are my overall favorite character type, so I would love to hear what other people like about them. This is mostly just a talking point. Thanks.