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This and one quest in act 2 are the only time sensitive events i can think of so it's really uncommon. Most of quests and events don't have time limits
Every companion has the same amount of xp and the same lvl, regardless of how often do you use them and how long did you have them in your party.
I generally change up the order of my visit based on what I play, who I play and how I want to portray him/her.
All your guys get the same amount of exp and start on the same level as the rest, there is no individual level for your companions, they all level at the same time your RT does.
I mean, the order you do those missions in does not really matter all that much. Most profit can be gained by navigators -> prison -> main planet, but thats about it. If you go to main planet first, there will be less enemies or mines, some people will be not maimed yet (didn't do it second so idk what changes). If you go to prison first, there will be a guy with his trusted bodyguards who is trying to reason with cultists, if you go there second there will be a maimed guy with dead bodyguards who tries to reason with cultists, and if you go there third said guy will be dead (because reasoning with cultists does not work, shoking). If you visit navigators first there will be less warp taint covering station, some people won't mutate yet, and station won't be on the brink of destruction. I don't think going there second or last makes much difference, both times station is on the brink of destruction, and most personnel become warp touched mutants.
After chapter one there will be some sence of urgency hinted in the dialogues, but thats about it. There were some "time sensitive" quests about pirates/xenos fleets attacking, where i am not sure if those had any urgency because you get an ability to teleport which i used to get there in one warp jump.
Level of your party is shared, some companions start preleveled, some can be leveled from scratch.
As for being best prepared remember, using psykana is being very umprepared, because oh noes your psyker rolled a one, and no he lies unconcious under a daemon who he summoned. On the other hand psykers are REALLY good at buffing and dishing out lots of damage. Navigators thankfully are safe from summoning otherwordly entities by using their abilities though.
Hmm... I had laid down a save and tried the two shorter ones: helping out Evayne on the prison asteroid first got me 3 Profit Factor, whereas getting Cassia early got me only 2 (or scrap). Not a big difference on the long run, though, is it?
I believe Evayne will give you 3 profit factor even if you go there second (he will be maimed but still alive). So Eurac V -> prison colony nets you 5 PF.
Also long term you won't be short on profit anyway, but plundering the station for scrap helps you in future ship battles early on.
Evayne gives you 3 profit even if you do him last, as long as you save him.