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Allied Spellcaster is the potentially superior option by far because it stacks and can give you very high Penetration for the cost of only 1 Feat from your Kineticist, but of course depends entirely on how many others have it. I find it to be so useful that I'll make room for it even on characters that don't cast at all, or have a Tactical Leader give it to everyone, including pets, for fights against high SR enemies. But I tend to run groups a bit heavy on casters.
I usually do Allied Spellcaster, Improved Crit (when you can, of course), Improved Initiative, Skill Focus and eventually Iron Will. I don't think you're missing anything big.
For teamwork feats it’s much easier to control positioning in turn-based mode, but as I recall unmodded Kingmaker’s definition of “adjacent” is somewhat generous. I wish you could get some indicator whether they were active or not, even if it could just be a buff icon or something.
The required distance is pretty generous, and if 2 others are close enough for it, a third person will benefit regardless of where they are (and as I recall, the third person literally doesn't even need to have the Feat at all to get that benefit, though you'd probably want to to help stack it higher on others). There's a whole reddit post that breaks down exactly how the Feat works, and while it's kind of a weird mess, at least it's in the player's favor.
Also, there's almost no Aoe you can't just nullify with Protection spells, or prevent outright through quickly killing the source.
Edit: I looked for that Reddit post and can't find it, but did find multiple others referencing it. They all say the same thing: in the vanilla game, if 2 people with Allied Spellcaster are relatively close (~15/20 yards-ish?), everyone else will benefit from it, even if they're across the map. In Call of the Wild, the radius and effect change, but I'm assuming from your post that you're not using CotW.
Since a Kineticist don't normally carry weapons, I think that I heard that the unarmed strike help. I have never tested it though.
As for the high initiative, it never hurts. I can always blast an enemy squishy to death in the first round while my melees are getting set up. Or just delay my turn if I want. It's always good to have options.