No. You cannot forgo attacks you can't take
You can take only 1 attack
Say your character can normally make 2 attacks by using the extra attack feature:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The net's description says:
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
When you attack with a net you now can take only one attack regardless of your extra attack feature.
Thus you "have" only one attack now. It is worth noting that "number of attacks you have" is not something the game ever says. The only thing that is defined is the number of attacks you can take. And that number is now 1.
You are willingly foregoing those extra attacks as a cost of using the net.
You cannot forgo attacks you can't take
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike.
Notice the word "forgo" which means "omit or decline to take". You cannot "decline to take" something that you could not have taken anyways. Like you cannot decline an invitation that was not given to you in the first place.
Since you've already used the net, you have no available attacks left to you. Thus, you have no attacks you can forgo.
Seeing as the Commander's Strike feature needs you to give up an attack and you have no more attacks to give up after using the net, then you cannot use commander's strike after using a net.
A heavy crossbow would work
Let me try to make this a bit clearer or more convincing using an example that does work.
Heavy crossbows have the loading property which says:
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
This is very similar to the wording of nets with the major difference being that the loading property says "you can fire only one piece of ammunition". This means that you could easily drop the weapon and continue attacking with another one given the appropriate number of additional attacks. And thus one could also use commander's strike because you still have not spent those potential attacks.
But a net will not
However, the net does not make this statement instead just saying "you can make only one Attack". The easiest way to read this in light of the above is that the net takes so long and is so unwieldy to use that you have to use your entire attack action to wield it.
tl;dr
By using a net you are spending any additional attacks you have to attack with a net. You've essentially spent them and you cannot spend then again. The idea of Commander's Strike is that is that you give extra attacks that you could have made to someone else. But in this case you could not even make those attacks and thus do not have those attacks to give.
Evasive Footwork protects against all opportunity attacks
The alternatives you list only protect against opportunity attacks from a single creature. In contrast, you could use Evasive Footwork to run past a whole group of enemies, and all of their opportunity attacks will be against your increased AC.
Evasive Footwork doesn't require a roll to succeed
A shove attack to knock a creature prone requires a contested ability check. Both of the Battle Master maneuvers you mention require you to first hit with an attack and then have the target fail a saving throw before they will do anything to prevent an opportunity attack. In contrast, Evasive Footwork just works, with no need to succeed on a d20 roll first.
Evasive Footwork does not use your action
All your other suggestions require the use of your action (or part of it) to attack the target you wish to escape from. Usually this isn't a problem, since as a fighter you generally want to spend your action hitting something. But attacking might be undesirable if you want to use your action to do something else, like slotting the Macguffin of Power into the Power Macguffin Receptacle after dodging and weaving your way past the horde guarding it, with AC your enhanced by your Evasive Footwork.
(Credit to @V2Blast for pointing this out.)
You might want to provoke a bunch opportunity attacks (and have them miss)
If you use Evasive Footwork and then run past a bunch of enemies, chances are they will all take a swing at you with their reactions, and most of them will miss against your increased AC. This expends all the enemies' reactions, allowing your squishy allies to move around more freely without provoking opportunity attacks. This could be especially useful if your party needs to make a hasty retreat, since it allows your allies to use their action to dash away rather than take the disengage action.
This use is, of course, very DM-dependent. Realistically, only the most disciplined and well-trained enemies would recognize your distractionary tactic and forgo the opportunity attack, but the DM might (intentionally or not) play less intelligent enemies as if they automatically know you've used an ability to make yourself harder to hit and have them refrain from taking opportunity attacks against you, despite the fact that there is not necessarily an obvious visual tell when using this maneuver.
(Credit to @DanielZastoupil for this idea.)
Best Answer
It lasts no longer than the end of your turn
Per Jeremy Crawford, "The benefit of Evasive Footwork ends when your move ends. It doesn't last from turn to turn."
Also, "Evasive Footwork grants its AC bonus only during your current movement."
Once your turn ends, you are no longer moving and thus the +AC stops.