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You'll know it will happen if she says "This night holds no comfort for me." at the start of camping.
By the time they bark it's too late to change the skills on the bar, though, so before camping, enable SB's specifically nightmare-usable camping skills and combat skills. If you're looking at stealthed rattlers, you should pack the destealth skill (unless you are cheesing it with Arbalest's Flare skill). Also armor piercing is useful, so it may also be worth throwing down the skill that gives armor piercing to the entire party.
Since the combat skills are skills I often don't have on the bar, I always make a point of switching them over before camping with SB.
Expose, I usually avoid. Seeing as I certainly do use main-heal ARB/MUS quite frequently, there's no reason not to de-stealth all four enemies and leave the ShB doing what she's best at -- damage dealing.
Block is a no brainer, really, be it a desperation move or a preemptive play maker. It's just handier to have it than to not have it.
The main issue with doing this in a nightmare round is the stealthed Pliskins have a hugely increased CRIT chance while stealthed. ARB is pretty slow and that first bite can be brutal. Obviously dream #4 calls for ARB though. Just sucking up two rounds of crits in a row isn't an acceptable option.
The bandage effect is nice and all, but being able to guarantee first-rounds as ARB/MUS (be it to heal or shoot the back) can be delicious if setup properly. That's part of the reason I love them. Nothing better to do? Might as well get tonnes of speed.
Medium or Long missions give you ample opportunities to sort that out before a possible snake-fight. I typically always pair ARB/MUS with ShB - in fact, I usually stack ShB's for snake-fights. They'll both get stressed, but they're practically equipped to deal with snakes anyway. Considering you need those fights over ASAP, having a fast projectile-healer can be handier than MrsJudgement, even if her healing is vastly superior. Snakes are pretty beefy, so all she can really provide is stuns - not great when on a timer. At least the Arb/Mus can de-stealth the whole team and then decide between top-ups or nuking while the ShB's go to work.