I understand. There are just too many problems with a DTB (Default Turn-based Battles) version of this plugin with linked turns. For example, you could skip the turn of everyone involved in the tech after you activate the dualtech, but what if someone at the end of the lineup is the one who activates it? Would the previously-entered moves just not count or something? Seems sloppy. But if you disable the dualtech if someone involved already had their command input, then the actors at the bottom of the lineup will then never be able to activate it! And if you just make it skip the next turn of all fighters involved (even if that falls in the next round) then you have to deal with the weirdness of the fact that the order you select your moves in the DTB is not necessarily the order in which they execute, so you might have Alex attack normally, Bob use an Alex + Bob dualtech, have Bob's turn execute first because he's faster or the RNG said so, have Alex attack after the dualtech, and then have Alex's next turn be skipped because reasons or something. None of these strike me as good or intuitive solutions, and I wanted dualtechs to work (for the player) as intuitively as possible.
Under the DTB, the best alternate solution I came up with would be to put a "team attack" option in the main turn menu (the one that usually contains "Fight" and "Escape"), but that's not how this plugin is implemented, I'm afraid. Or you could have it so that dualtechs trigger when the component moves are used consecutively (one of the Breath of Fire games did that), but that's even less like how this plugin is implemented. This plugin uses a more Chrono-Trigger-esque approach to dualtechs (after all, that's the game that called them "dualtechs"!)
There are other workarounds for it, though. For example, just because all four characters are involved in a dualtech, that doesn't mean all four need to know the dualtech skill itself. What if - and I have no idea if this is what you want for your game, I'm just offering it as a suggestion - only one character can activate "team attacks"? (That's actually how it works in Jay's Journey, even though I am using CTB.)
I saw one clever workaround where the dualtech was coded as an "instant action" (through one of Yanfly's plugins) that paralyzed all characters involved for one turn. It did still have the tiny bit of sloppiness where a character whose action was already input would lose that action, but it did work with as little fuss as possible.