1* Tyro and Ifrit are pretty chill. But I think unless you're running out of single player stamina it's still better to make a beeline for Ch2 end just to unlock features.
There's definitely a rhythm to this that separates deadweight from people who know how the party is supposed to function -
- Attack roles deal more damage with abilities (mag boost)
- Break roles break far, FAR faster (break boost)
- Defend roles have increased HP, and driving applies the benefit to entire party, meaning element resist AND curing with life orbs
- Healer roles generate more life orbs, and buffs are buffga that affect the whole party.
The healer class (WHM etc) really, REALLY needs life orbs to buff and heal the party, so if the party is being dumb and not letting healer go first to empty out the other orbs (drive or w/e) he's going to be stuck there casting boosts/barriers/etc one round too late.
Ditto break classes - for them, having the right color orbs for a staggered nuke phase is secondary to spamming normal attacks to break the boss as soon as possible (which also translates into generally going last). Sure, they can do damage, but that's pointless when letting the boss get off extra turns, and the attack role guy is going to vastly outdamage anyway, esp. in break.