Your Kohanians face the same problem the elves of Yamatai face. That's one of the reasons you don't see too many elves around too.
You've answered your own question. Your vision of the Kohanians does not match the template set for the SARP. Since you appear not to seem to want to yield on that level, this makes the Kohanians unplayable. While it's perhaps a stern measure, it does prevent the possibility of there being a precedent for other later race submissions to take into account. The only way I could see of even remotely allowing that sort of stuff would be in regard to NPCs.
I mean, Quelya (my planet submission) remains undiscovered, but the planet's 'sentient' dwellers have potent powers - even if you categorize them as NPC living terraforming units *shrugs*
For a playable character race, though, this wouldn't be permissible. Therefore, you can either content yourself with a flat 'no' or see what you can work with.
Let's dig up what's in
the ESP rule page...
Empathy takes good roleplaying to pull off. Message sending is the most common function - and apparently not one the Kohanian would seem liable to have. Brute force psionics is generally frowned upon and not all that useful. forced mind reading is pretty much like the Vulcan mind meld as far as I'm concerned... though it might be wireless ^_^;
With GM support, you can have some clairvoyant/divinatory abilities (seldom) or precognitions.
That's what you can play with.
Now, if I was to make an argument in which to allow the elves to survive despite their lack of available magic, I'd personally adapt them so that the more visible part of the culture would actually lean more toward the spiritualism and herbalism which the native americans displayed a couple of centuries ago. With their herbal lore being renowned to the point of their potioncraft 'seeming' magical... I think this would keep the elves culturally strong and consistant with what they were before without the lack of magic harming them too much.
If the player's roleplaying was topnotch into portraying his character as wise, as a GM, I might even indulge in giving that character precognitions. That's mostly based on the player/GM desire to keep arace in character -- which is rare.
See? I adapted a magic capable race. It pretty much still feels like the description we have on site. With this, I might even be able to convince Wes to make the elves of this particular spiritualistic clan playable.
Now, in the Kohanian's case, you need to adapt them for them to be playable. You know you can't use the big supernatural powers with them, so, either you find a decent way to portray the race acceptably (or at least part of the race, which the players would end up playing - just like high elves in D&D are the elves typically played) or you simply drown any tangible hope of seeing them played again.
Might I say, as a personal opinion, that I consider that elves were as magic-dependant as the Kohanians. If the Kohanians are nothing without magic... then perhaps they weren't a suitable character race after all. Taking a race just for the powers over the race's actual culture is
cheap.