A rule of thumb I use on Weave and Maneuvers on a resistance based character:
If your powers take way too long to recharge, or you have one or 2 key powers with extremely long recharge times that you feel you would like to use every encounter, or every other encounter, then perhaps Weave and/or Maneuvers is warranted just to mule a Luck of the Gambler +Recharge in.
You don't need to even run these powers for the LotG +Rech to have an effect. You can pretend you don't have them, remove them from your power tray.
Since LotG only slots into powers that enhance defense, a resistance based character has no place to put them unless they take these otherwise useless powers.
FYI, Combat Jumping and Hover can also be used this way. Your resistance electric armor could theoretically add 30% boost to recharge of all your powers by using these 4 powers, and never using them so they don't waste endurance for really no gain. Only you can decide if this is important to you.