>>5258144I think it's likely. In fact, looking at the abilities of Navigators they may be his one exception to designing warp tech. Because they are the PERFECT example of what his ideal a "psyker" should be. A safe, low powered being that is relatively less risky and can be used to even fight or detect more dangerous warp phenomena.
Here's some of a Navigators Abilities:
>Inward View - There are many myths about the Navigators' "third eye", its origins supposedly harking from the ancient past of Old Earth itself. The Navis Nobilite knows that such stories are not wholly mythical, though, and that it is entirely possible to discover hidden knowledge and a degree of inner calm using the Navigators' own unique brand of introspective meditation. Many of the older, more cloistered members of the Navigator dynasties spend prolonged periods in their Reclusiam Chapels, meditating upon philosophical issues and esoteric lore.>Mind Shielding - By using a rare, ancient relic known as a Cerebrum Cowl, Navigators can tap into their innate mental resistance to the Immaterium and use it to shield others from psychic mental influences. While the archeotech is normally used to amplify the powers of the mutants for warp navigation, it can also be used to disrupt and protect from psychic-based mental attacks and traps and other such insidious threats.>Obliterating the Immaterial Wake - Using arcane knowledge of Warp physics and even special techno-arcane devices (such as a ship's Warp Vanes), the Navigator can influence tides in the Warp and attempt to obliterate any trail left from his voidship's passing through the Immaterium and even realspace, making it difficult, if not impossible, to track. Using this ability is distracting and physically taxing, however, as the Navigator risks unconsciousness and physical damage.>Ætheric Disruption - Navigators understand, as few others can, that to perceive a thing is to alter it. By casting their gaze into the churning depths of theAbyss, they disrupt it for any who would draw upon its power. Use at the start of the controlling player’s turn. Until the beginning of their next player turn, all Psykers, friend or foe, roll three dice and discard the lowest result for the purposes of Perils of the Warp results.A large part of their abilities specifically reduce the threat of enemy psykers and demons!
If we had a Navigator who could help obliterate the Immeterial Wake we leave behind, perhaps the Mitu would have been less likely to follow us. And mind shielding sounds exactly like the sort of thing Talos would want access to for his legions.
The best part? Given that we are currently balling ourselves into one giant fleet, we only really need a few to guide the blackstone fortress. The rest could be used to investigate and even hone in their skills of aiding our legion on the battlefield to detect and repel warp entities.