thanks for the feedback everyone. I've been at work all day so I couldn't get back to all the replies.
The major problem child here seems to be the Anubar Soldier. In my mind, Ambush is a particularly powerful effect, and I wanted to tie it to the inspire mechanic specifically because rogue can't make as much use of it as other classes. it means you have to make the choice of an inefficient play to get some later power, or an efficient one for less power.
As to making it apply at the start or end of turn, I shied away from that because there could be such a thing as to MANY Ambushes. Especially with Jazio's Anub'ar Enforcer being the thing which was supposed to tie the whole idea together. That, And I just like being able to choose when it happens a lot more. It's more of a personal preference in the design.
As to the 1-Attack on the Sentry, that was a conscious decision, because you're supposed to work for it. Yes, you probably need to use cold blood on it. In my mind, that was the whole point: put in a little effort, for a pretty strong ability.
If anyone else has ideas to support a Nerubian theme, I'd be happy to see them. While I'm pretty pissed at Blizzard for giving Nerubians to rogues instead of the inevitable DK class, The Idea has grown on me quite a bit.