To answer that question, we need to answer this one first: What do we need to make our way to greener pastures? Well, given that the sisters love their melta and flamer weapons, both of which are short ranged and hard to equip a flyer with; long range and flyer support are both on the list. Otherwise, our sisters aren't the cheapest, so there's that to consider as well. Bonus points if the allied models are nice plastic. Anything to counterbalance all that metal our primary detachment has to carry around. Fluffiness will also be considered in our appraisal, but might take a back seat to quality of models or strength of support.

Venturing onward brings us to the Rock, home of the Dark Angels. For the glory of the Imperium, they complete the holy trinity of weapons (flamer, melta, plasma), but otherwise, they're not willing to lend out their first or second company to hold down objectives, nor are their tactical marines possessed of exceptional special rules. Certainly there's the ability to get something going here with robes and tabards and create a "monastery" army of nuns and monks, but outside of that possibility, maybe look elsewhere for friends. The rad grenades launchers don't do much when we're already packing melta, and that's the biggest draw of these guys.

Such as an Inquisitorial detachment. You'll lose the ability to bring a Psyfleman, Stormraven, or Dreadknight, but you'll leave your allies open for something more exciting. On the inquisition subject, bringing along a cheap inquisitor, even without it being Coteaz with henchmen, is something we should consider if we want to bring some fun, fluffy and functional allies from the Space Marine codex. It'll require a trip to Forgeworld, but depending on your play group, that's not a problem in the slightest.
Outside of those Marines I've asked you to hold out for, we've come to the most appealing ally by far in my opinion: the Guard. Yes, the cheap little buggers bring lascannons and Leeman Russ chassis, as well as artillery platforms. The ability to reach out and touch someone at range, the durability of front 14, and a swarm of expendable dudesmen in the form of the platoon all help cure what ails us. At the end of the day though, these guys aren't going to solve any monetary gripes that Sisters raise, as the volume of models required can quickly get out of hand if you're writing for potency. Not just that, but they don't entirely solve durability issues, as you'll be putting strictly T3 models on the table. There's a mess of them, but the issue still stands.

Remember those Space Marines I told you to stay tuned for? The Red Hunters. They've got a suite of special rules I'll leave you to go snag off the FW site, but I think you'll agree, even if the fluff wasn't enough to draw you in, the rules will. The marines offer your sisters a "buffer" for both the front and back lines by delivering T4 troops, and devastators alike. Flyer support? You got it. The Stormtalon is a winner. Right price, right shots. Sure, you'll have to requisition them by Inquisitorial edict, but that's not a big problem, especially if that inquisitor just blesses the Devs.

And there we have it, a breakdown of all the armies the Sisters will consider bringing along to solve their problems, not the least of which are expensive metal models. This isn't to say that you have to bring allies, but rather to suggest options which would allow you to come into the wonderful plastic future we're living in right now.