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I generally go for one move with a very fast cooldown (2 CT, or if it doesn't know any 2 CT moves for some reason, whatever has the lowest CT), then the exclusive move if it has one or an otherwise mid-range utility move if not (like, say, ignis breath on a vanwyrm), and then the third slot goes to whatever move has the highest power.
third power being whatever fits roleplay or has style, like a finisher move of sorts.
So yes, I almost always use 3 2CT skills, and so far I've found it to be the best combination. Special shoutouts to Dragon Cannon (AoE around the impact area) and Wind Cutter (projectile pierces all enemies in a line).