Is the communist hivemind a "bad guy?"
I mean, any sort of system that focuses on one thing to the exclusion of all others will end up hurting people. It's a 'bad guy' not because it's communist, but because it's not allowing any dissent. Shortly thereafter you encounter, basically, a neoconservative hivemind built around the idea that everyone needs to 'contribute' or else be purged.
Let me ask, do you think your players would be interested in this? Are the players already politically minded?
You might want to highlight, in adventure 6, some Berans who are trying to operate an anarcho-syndicalist system, and maybe the Executore dola Liberta the party meets can be ruling on actions some business owner used to try to stop his workers from organizing. And in adventure 7, perhaps play up the Panarchists, who have a ~sorta~ compatible ideology: if we empower everyone physically, it becomes harder to force people to become subservient. Then in adventure 12, you'd want to add a couple planes that have traits that might contribute to worlds the players could consider creating. (We especially did not have enough good water or space planes.)
In the upcoming post-AP setting book, we needed a default cosmology, and I took what appeared to be consensus choices that multiple groups had chosen in their playthroughs of the AP. Then I did a couple tweaks, under the premise that the Ob managed to pose enough of a challenge in the final confrontation to stop the PCs from getting any sort of ideal utopia; instead they had to make do with some 'decent but not great' options. In the aftermath, the people of the world eventually figure out that something changed, and they have a sense of who were in charge of deciding how it changed, and so there's a concern: if the people who decided what to change had their values established by coming to power within a world that even they recognized was flawed, how much better could they really have made things?