With any chamber, the marine team should work towards eliminating as many as possible and cutting of res flow for the aliens by destroying nodes. In this way, it will be difficult not only for aliens to get upgrades but also to restore these lost chambers as the amount of res they receive slows down.
On the other hand, the counters you offered are pretty good measures against these individual chambers. But I don't think you really need all those just to deal with one type of chamber.
If you are talking about the aliens dropping these chambers at the beginning of the game then these tips might help...
For sensory all you really need to do is electrify nodes and set up observatories near hives//key spots on the maps to slow down alien progress. Also, it might be a good idea to get armor 1 immediately to combat focus. Motion tracking...well it might be useful in some areas where aliens aren't under the cloak of a sensory chamber.
Against movement, motion tracking might become a necessity. But if your rines are alert and you medspam them constantly, they'll do fine against silenced skulks.
Electrifying nodes might also be a viable alternative to countering movement chambers in the beginning. Armor 1 first might be a good idea too.
As for defense, take out those damned chambers as soon as you find them; it reduces the effectiveness of their upgrades drastically. I think researching weapons upgrades initially will greatly increase your team's chances of winning against the aliens.
There's other factors that really determine how well your team will do against the khaara though (ie whether the marines can aim or not..how exp the alien players are etc...etc..).
Umm yea pass out shotties when it becomes necessary and always pressure nodes. Drop welders if your marines are willing to weld each other to stay alive.