There is a neat trick that might help you out. I can't remember the exact sequence, though. It is something like:
1) Create dummy unit with locust ability.
2) Remove the locust ability via triggers.
3) Give the unit a chaos ability that turns it into the unit you want it to be.
I think that's it, but anyway, the result leaves you with units that you can't select at all. They still attack and they still get damaged and can be attacked if enemies attack move, but no one can select them. This can be important because I don't know if experience and getting gold will work if the spiders kill the enemies (unless you trigger it extensively, but that's a lot of work as well). Putting them on separate teams also reduces the amount of players you get to use on your map, so that might not be a nice solution (though maybe it is not a problem in your case).
I think there are some problems with your trigger. I would do this in more than one trigger because there are lots of potential problems if you jam it into one. It is also way harder to make it MUI with just one trigger. Instead of having an if inside this trigger, you should make a new trigger like this:
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Events
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Unit - A unit dies
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Conditions
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Unit type of (Triggering unit) Equal to Nerubian Spiderling
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Actions
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Wait 10.00 game-time seconds
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Unit - Create 1 Nerubian Spiderling for tempPlayer at (Position of TempUnit) facing Default building facing degrees
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Unit - Order (Last created unit) to Follow TempUnit
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Unit - Change ownership of (Last created unit) to Player 5 (Yellow) and Retain color
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Player - Make Player 5 (Yellow) treat tempPlayer as an Ally with shared vision
This won't quite work as is because you need to know which unit made the spiderling and some of the variables aren't set properly (just copied out the second part of your trigger). I think the easiest way is to use a hashtable for the spiderlings so they know which unit created them. Have you used hashtables for anything? I completely forgot how they look in GUI triggers so I don't know how to write them out.
In the end, I think you need 4 triggers:
1) A trigger when the hero learns the ability / levels up the ability - you create a new spider for them.
2) A trigger when the hero dies - you kill all the spiderlings (assuming you want to do this - you would have to stop the spiderling respawn trigger as well, I think).
3) A trigger when the hero revives - you create a new set of spiders.
4) A trigger when a spider died - you create a new spider after a 10 second delay.
It's a cool effect, but there's so many things that make an ability like this difficult to manage. I am working on something similar in my own map but there's lots of things to watch out for. As an example, in my map, you can teleport around with scrolls. The shop is also outside of the map and the only way in / out is through teleporters, so I have to make sure the summoned units don't get stuck in the shop. I'm also not sure if I should let the summoned units survive if they are far away from their master because there could be times that it would be better if they were dead and could respawn after the timer (instead of trying to walk very far to catch up). The final thing I also have to deal with is I want it to be a 30 second wait time per summon respawn and each one blocks the next so that if a second one dies while the first one is still respawning, the second one won't start respawning until the first one is complete (otherwise it won't matter as much if they all die since you will get them all back in the same amount of time, anyway). There is also, of course, the problem from when the heroes with the ability die.