The problem with the way Anorgar plays the combat, is that it ignores completely combat initiative. That is a very big thing, specially on Suikoden. There, since you know the AGI of your chars, you know who goes first, and who goes last. It was a very good practice to give resurrection magic to your fastest, area heal to the second, and in case any of your slower (tank type) chars fell, you knew your actions would at least pick them up the next round, hopefully before your enemy cleaned the screen with your bodies.
That, without taking into account the case of faster than the chars enemies (like the ninjas around the hidden village, which were among the fastest enemies in the whole game, and usually acted before all my chars - unless I had Kasumi, whose the fastest char in the whole game, second to none). Heck, in the video Just1witness posted about the fight agaist Luca Blight you see him attacking three times on the same round (he was around AGI 100 if I don't remember wrongly). The first attack happens at his AGI, the second is his AGI - 10, and the third was around AGI - 20 (I don't play S2 since before 2010, so I might have some facts wrong). Obviously, the player that posted the video didn't know what he was up against, or didn't bother leveling up the chars beforehand, since they were poorly balanced (and he didn't use the strongest attacks available from the get go), but the fact remains, that the faster char acts first, the slowest char acts last, and initiative is important.
Anyway, the part about the "Auto" function is doable (at least, for someone who knows enough about Java and plugins), and for the second part (which was the first part at the begining of this thread), since I already explained that no chars acted "at the same time", the way RMMV works is ok as is, and the only thing we should be putting our heads to work around is a way to make the "Combo" plugin working.
On that account... I think the way S1 and S2 did that was something like this (it's just a crude example, if you need something more elaborate, I'll try to make it with an Open Office archive and post it here, ok?):
Character | Combo 1 | Combo 2 | Combo 3
_______________ Magic
_____| Combo
Peter
_______ 1
________________________________________ Fire
________ X
John
_________________ 2
_______________________________ Ice
________ Y
tefan
______ 1
___ç____ 2
______________________________ Lightning
_____ X
Mary
__________________________ 3
______________________ Earth
______ Y
Lux
_________ 1
________________ 3
______________________ Air
________ X
Joe
_________________ 2
Martin
_______________ 2
_______ 3
Character Combo 1 needs 2 chars to work (1 and another 1), Combo 2 needs 3 chars (1 and another 2), and Combo 3 needs all three chars to work. Instead of Magic, the letter in the combo means which magic can combo with which other magic.
So, how does this work? Let's say you take 4 char groups (like on RMMV, instead of 6 like you took on S1 or S2), and you decide to take (for example):
Stefan, Lux, Mary and Martin (you'd point their actions in that order). When you have to select the actions for Stefan, you have the normal options for him (attack, magic, item...), and 1 another, that says COMBO. In that one, you are presented (in his case), with 2 options: Combo 1 (with Lux), and Combo 2 (greyed out, since only Martin could do it and you lack one another char). If you choose Combo 1, then you have to choose the actions for Mary and Martin (their COMBO options is totally greyed from the begining, since there are no possible combos for them), so you chose Magic for Mary (she has Fire) and Magic for Martin (he has Lighting).
Now, on their respective turn (the lowest from both for Stefan and Lux, since they are in a combo), they'll play their attacks. Now, we have a Magic Combo situation, for two chars, so when the time comes for them to act, they'll play a "combo animation" for their magic, and act simultaneously. When is the turn for Stefan and Lux, they just do the animation for the attack combo that's predefined.
On their second turn, you select Magic (healing) for Stefan, and when you have to select Lux (this time you have to choose her since she's not part of a combo), you select "COMBO" and this time, you have Combo 1 greyed (since Stefan is the only one of the two possible chars to do the combo and his actions have already been selected), and Combo 3 selectable. You obviously select that one and end your turn (you can't select actions for Mary and Martin since both are acting with Lux on their combo attack).
With this, I'm trying to explain the complexity Suikoden had for Combos. Some chars had only 1 possible combo, but most had at least two possible combos (a couple of chars actually participated in up to 4 different possible combos). For more info on the different combinations for the Unite Attack in Suikoden 2, you can check this link:
https://www.suikosource.com/games/gs2/guides/unites.php
The one thing that we didn't mention on ALL of this exposition is: What happens when you select a combo for any number of chars, and one enemy acting first incapacitates (confussion, sleep, KO, etc...) one of the chars... Well, for annoying as it was, as far as I remember, your other combo participants defaulted to guard and lost the turn.
I know this post is SO long, but I wanted to explain everything as best as I could in order to help. And again, if my example doesn't do the trick, I can make something better with more chars (but it will be longer too).
Cheers.