If letting 1 enemy take a turn ruins your game plan I don't know what to tell you. With decent items they won't even break your armor. You must be running around in rags if you get "hailstormed to death" above level 4 (where you don't have time warp anyway, unless you're willing to break you collar and then sneak out of fort joy to get source, which is way more trouble than what it's worth). Having Fane go first can allow you to CC an extra target maybe, but again not much more since we're looking at 2-4 extra AP in essence. He also indeed should go first and use timewarp + haste on your #2 character, who will get same 13 AP (5x2 + flesh sacrifice + adrenaline) even without any glasscannon gimmicks (which are again more trouble than what it's worth low level imo since you're not dealing enough damage to kill/CC everything turn 1 all the time yet). If you're high level enough so that Fane can take out everyone or at least several enemies on top of the ini ladder going first with glasscannon (cause 8-9 AP without glasscannon most likely won't do the trick) then yeah, it's technically better to have him timewarp himself to not take any damage, but at this point it's pretty irrelevant anyway. And please don't even mention "pvp" for this game.
I meant the 3 Source Hydrosophist ability that can either CC or wipe your party depending on positioning and RNG of how the crystals fall on you. So, fuck that shit.
The PvP was an example of how idiotic it would be to let someone have a turn when both parties are geared towards high lethality. You're letting high value targets act before you do.
Fane, with scrolls, can grab 2 other targets and with Time Warp and glass cannon you're almost guaranteed that 3 targets will be CC'd, 4 is usually the case since at least one of the mobs is usually next to another in AoE range.
So... again, I don't really see why you would let the enemy have a chance when you can deny them the entire field.