i personally think wired lance's Heavenly Drop is the most forgiving because it has invulnerability pretty much the whole way up and down and is very quick to activate. it also has a skill ring that counters with Heavenly Drop when you get a perfect guard by blocking. however, if the boss moves while you're in the air, you'll probably miss. Spin Dance is your long distance travel PA, costs relatively little PP, and can also be used to dodge attacks at close range while building a tiny bit of gear and continuing your TAPA combo, while Grapple Kick works well for catching enemies and continuing your TAPA combo at medium distances. i dislike using Grapple Kick at close range because it often puts me behind the boss, but try it out for yourself (TAPA means tech arts perfect attack assuming you're using Fighter subclass)
partizan's main damage PAs are mostly charge PAs with very quick animations, so its playstyle is often a matter of matching the rhythm of your rotation to the boss's attack rhythm to block with charge parry. however, Impact Rise's crafted version is your main travel PA, and it isn't out yet (it also has a counter skill ring that lets you throw in some blocking if you're too low on PP to charge parry). you can still catch somewhat mobile enemies with Assault Buster, though
for sword, you'll just have to get used to using Blaze Parry because its damage output is too high to forego. it can charge parry with Rising Edge and Guilty Break (the latter of which is also your travel PA) as well if you need to. sword is the hunter weapon I've used the least, so it's likely someone else can give you better advice here