Not as written, no. A few abilities are too good or possible too early.
I'd make the one that lets you assist an ally adjacent to you an immediate action rather than a free action. You can still do some powerful stuff with all three abilities, but that makes it less abusable. Otherwise it's three power choices to do "spend a maneuver point any time an ally does anything to grant a bonus of 2+Charisma modifier as a free action". That seems a bit too powerful.
2 maneuver points to grant a standard action to an ally with no level requirement is too good. I'd be okay with a physical attack at mid levels (6ish), but the ability to grant that much action advantage is too much once spellcasting is figured in.
The spell resistance aura is crazy powerful. 10 + 4*aura bonus means it starts at SR 14 and goes up to SR 34 at 20th. I personally don't like an aura granting SR at all, unless the character has invested in some of the magic-related class options. If you feel you want to keep it, consider dropping the SR granted a bit.
I'd consider an ability or two that granted temporary hit points to allies in the form of inspiration.
I'm not sure why considered Scatter so much more powerful than Form Ranks. Were you intending it to be usable at any time, as an immediate action to interrupt other people?