Well, it really depends on what type of pact you have, and what tradition you are. Assuming you're going Voodoo (it has a good array of spirits, with access to spirits that can get everything from Weather control through Innate Spell to any Combat, Technical, or Physical skill in the game), and want a dream pact: A guardian spirit might be an interesting choice, as might a guidance or task spirit. You probably wouldn't get anything for free, but you would have access to a potentially valuable or skilled ally.
- With a guardian spirit, sleeping turns you into a (supernaturally) tough warrior with combat skills and the Magical Guard power, meaning the spirit can protect the party whilst you're asleep. If your mage is wimpy, it might even be amusing to really tire yourself out just before a run, so you can fall asleep if it looks like you're gonna get into combat.
- A guidance spirit could divine for the group whilst you're asleep, if your party's willing to pay, and also has the Magical Guard ability.
- A task spirit could be given technical skills, like Armorer to take care of the group's equipment or Forgery to make IDs and similar. Of-course, all of this is at a price. You might get it for free, however, for acting as the 'middle man'.
Of-course many of these functions could be done by summoning spirits and ordering them to possess you at night, but the advantage of the pact is that the free spirit will develop more character and, in time, more abilities. I personally like the idea of the forgery spirit, who runs his own forgery shop both for our team and for other takers. It might throw up some interesting results, and plot-hooks.