I wasn't using Flare much because she was weak against long-range area attack bosses. If she becomes strong at long range with this, she would become completely broken, so I understand that reasoning.
With Guard Nullification, medium-range capability, and extraordinary firepower, she certainly stands out.
Okayu-chan seems to be positioned more at mid-range despite being a long-range character. Well, the rate of being defeated is quite high, and Cymbal is fine, so personally, I felt S-rank was a bit... I wished she had a bit more health.
Sui-chan is the strongest once deployed, but the cost of 36 is still a drawback, so it's a bit... I suppose.
Pekora-chan, who is effective from the early game to the end, hardly takes any damage, and is versatile against both groups and bosses. She was quite user-friendly.
As for Azuki, I felt the cost was heavy for a healer and didn't use her much. I had her in the starting lineup until the World Tour because the captain was hard to defeat and easy to use. However, I was surprised to find her not highly rated here. I thought everyone would have similar strategies, but there are surprising differences, which is interesting.
In the end, I did World Tour runs with Okayu, Korone, and Sorachan. Giving Korone 25% Guard Nullification and buffing Sorachan makes it easy to handle tough enemies and ensures stability. Talent selection was challenging, but with a bit of luck, I managed to cut it close to just under 2 minutes in the Luna battle.
That's my HoloParade experience anyways. Another strategy to go with the entire HoloParade experience is just going for the Myth banner always, because somehow just getting Amelia there to have a 30% reduction in aura defense is enough to make every unit viable regardless of their aura type, so just strengthening the same units is no worries as long as Amelia is there. You could probably call this the "Too lazy to think just go Ame strat", but I think it's just bruteforcing it with no strategies, which is pretty fine.