During Quick Battles, using crafts gives you a lot of invulnerability frames to power through enemy attacks. Quick Battles are also fairly quick to replenish your craft points with if you don't wanna bother (or can't) quickly traveling to a hotel to replenish CP.
During Command Battles, many skills you have (including certain S-Crafts) can steal enemy random bonuses, including upcoming critical hits. Speaking of critical hits, casting an art in this game while you have a guaranteed crit turn will preserve the crit until the Art is actually cast rather than the turn you initiate the casting, so you don't need to worry about timing your arts in the turn order anymore. You won't need to worry too much about stealing the HP+ turn buffs on enemies this time, as the amount they heal is generally reduced from previous games. Don't hesitate to use crafts when at max CP either, as the bonuses provided by having more than 100CP scale rather than being all-or-nothing as they were in the original Trails in the Sky FC (e.g. having 160CP causes a 30% bonus as opposed to it being the same as if you only had 100CP like the original).
Damaging Arts are usually pretty potent in this game. While crafts have their purpose, EP is a more expendable resource and Arts are more flexible while also hitting enemies for elemental weaknesses.
Most buff spells (Forte, Crest) are single-target this time, though they do more individually than they did in previous games. I found Clock Up EX to be fairly useful despite its cost because it was easy to use multiple times in succession. Sylphen Wing is incredibly potent both for the increased evasion and for the buff it provides to your ATS (magic stat), especially since it's one of the few that hits your entire party. There's also a decent amount of quality buffs among your crafts (e.g. Estelle's Morale), and the support bonuses your characters have regularly give them potent buffs. In all, buffs are pretty solid, especially late game, though don't get too caught up in trying to keep them up to where you neglect making progress against your opponents. As for debuffs, a lot of bosses resist stat-reduction, so the most useful one you'll have access to is Anti-Sept which casts All-Cancel (nulls all their stat bonuses) and has a decent chance of muting them (even against bosses), preventing them from casting Arts for the next turn.
Shining Poms are this game's "Metal Slime" equivalent. They appear kinda randomly in a few places and love to run away. Don't hesitate to S-Craft these guys to try to take 'em out. They give quite a bit of sepith and EXP. Worth noting that EXP scales to where you get a reduced amount the higher your level is, so there's a limit to how much you can use them to level grind.
Overdrive breaks you out of status effects (as long as they don't skip your turn, e.g. Seal, Burn, and Mute) and stat-reducing debuffs. While Overdrive can be useful for offense to guarantee Brave Attacks, it can also be quite useful to conserve for defensive utility when you're in a pinch as well.