I've got an idea that solves everybodies' problem.
I don't believe it's like:
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It seems to me that a Thinkamancer is more like:
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The thinkamancer provides a bond between the two casters rather than being a chain of three casters.
Or, if you imagine a Thinkamancer link spell as a '+' then
(C being the linked pair - in the volcano case they weren't individuals in the normal sense: they each had thoughts, but it was simultaneous, and both had the thought, rather than one talking and one listening. It was 'talking' to itself.) The abilities of each caster do not change - merely that they are able to perform as one caster with simultaneous abilities in effect. Thus, if we were to take an example of a caster which can summon water, and one which could manipulate temperature, in order to produce ice one could summon a stream of water and the other could freeze it, or as a link they would summon snow. No inbetween because the effects happen at the same time. Without the link you would need to have the water caster summon a fine mist and the second caster freeze it in the air. The power of such an effect does not change - however, the effectiveness and efficiency are much higher. This link essentially would turn two casters that can summon and freeze into one caster that can create ice, whereas no caster has the ability to create ice - only freeze or water.
Now, as for the solution to the "3 is risky and 4 is impossible" - you're looking inside the box. Why would you want a link with more than three casters? Not just for ability or "power"'s sake (each caster does lend their own juice to the 'pot,' so they are more powerful in that sense.), but anything you could do with a link that has two or three Thinkamancers (assuming they link either with other Thinkamancers or connect via routing through the other casters) and three or four other casters, you could do far more easily by having two groups of three.
Foolamancer(+)Croakamancer to cause Uncroaked units appear as other units - such as enemy units to be used for covert operations.
Findamancer(+)Lookamancer to be able to command and observe the troops.
This of course assumes that a Foolamancer's veils wont work without him, i.e. casting a veil on the Tool before leaving Gobwin Knob wouldn't have kept him veiled after he left the hex - as shown when the dragon, the Foolamancer, and the Tool left the hex where they were attacked. By creating a bond with a croakamancer, the veil can be created on the croakamancer's uncroaked, no matter where they are. This however assumes that a croakamancer is connected, or at least can influence their uncroaked units outside the hex the caster is in. Otherwise maybe a Foolamancer+Findamancer combo would be needed for the veil.
A Warlord could use the intelligence link to get info and then relay what he wanted the foolamancer+croakamancer link to do. Maybe even a Fool+Find & Croak+Look would be enough to be able to veil at a distance as well as Uncroak units at a distance. Anyway...
This is how I interpret what I know, and what makes the most sense. Its part of the fun of speculating on something that doesn't exist!
In any case, I hope this makes sense, regardless of whether I have my situation set up incorrectly. It'd be like running two computers side-by-side but neither is networked together. You could still read forums on one while gaming at the same time on the other.