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Yeah, bolster is great in later dungeons.
Oh sure I cheese those battles every time. My dungeon walls are covered in thick layers of queso from all the cheesing I've done down there. But as you say, that's situational and in your typical fight, there is either an enemy to kill, one to get ready for the next person to kill, one to stun/blight/bleed/etc, or a full party buff to perform. It's rare - outside of cheesing an easy battle for a more permanent gain - where I'd dip so low in my toolbox to use those self buffs.
Though I will use Toxin Trickery in my 3-GR team, because I don't bring a healer with them.
This leaves him incapable of doing any damage himself, but I've (accidentally) done this in a succesful DD run, so It's probably not bad at all. Should be rather good with Riposte if you're in a situation to trigger it often and all that.
There will be many situations where you simply can't put an enemy down with the turns you have left and knowing you are going to have to soak one or two and meeting it with high Prot% is a decent strategy.
So far as I've seen, Revenge isn't worth it. Your Leper is better off getting +acc buffs from camping or his gear, and using his moves on his already solid attacks, Withstand for heavier fights, and Solemnity for the heal on both HP and stress (or moves like Purge to knock the enemy team around). Hellion buff is useful for bleed / blight heavy fights in a pinch, too.
As what others have already said, buffs are best used if they're team buffs, defensive buffs, or can be used on other heroes that can do stuff better than your hero can (eg. damage buffs on damage heroes). Pure +damage buffs are normally not worth it.
+acc buffs are useful if you can't get +acc trinkets, or you're fighting the shrieker.
In general a buff should sacrifice an attack to pay off in spades later. In darkest dungeon the buffs do not normally pay off.
After trinkets, MAA's command has an expected 154% return on damage. So, about as much as grapeshot, but it takes three turns, and caveat: nobody can not attack, or you'll fall behind. Don't try to heal or do any low-damage stuns.
On top of this, as you mention, damage ought to be frontloaded. A good party can easily kill both backliners on turn 1, but they can only do that if nobody is buffing. A party should never take four attacks in a single round, but they're awfully likely to do that if someone is buffing.
Revenge actually does pay off pretty well. You're caught up two turns later, and it's not like the leper can normally help kill the back anyway.
Basically enemy mashes aren't set up to let you use buffs. Even on bosses, their value is dubious. Except, as I said at the top, if you can't get enough +acc from trinkets, then they can prevent RNG screw and get a nice consistent performance. Or if you're endless and it's time to cheese crit stacking.
However, depending on the buff (mostly the spammables), some last for X number of rounds and don't automatically reset just because combat ended, so there are times when you could squeeze in buffs pre-enemy death in one fight and walk into another fight with said buffs still active, which is a nice boon to have -- a great way to end a corridoor fight before walking into a curio/boss-room, or a double-corridoor fight, or before the next phase of endless (seeing as you lose no rounds when ported to the item-room).
I call it my MillerKiller team as they comfortably annihilate the first two bosses and can typically reach the third. When doing this I definitely take Tracking Shot, whereas I'd rarely consider it for standard content as more comp-freedom leads to less need for per-battle buffs and the availability of alternative answers to stealth-mobs.
As for endless, you can tracking shot at the beginning if you feel there's no major threat, use it as a sneaky 'finisher' that just happens to buff your damage, or use it in tandem to ruin stealthers -- no matter what way you do it, it's a crit and damage buff for the rest of the wave - but it's primarily there for boss fights.
Eg. Due to how Miller works, if you have the locket, he buff someone, summon a mob, freeze it - this leaves you free to cast self-buffs. After that it's DAdvance - he will start reaping after it is up, so you're gaining totally free/buffed damage on the boss that can't be guarded.
Same applies to second boss. Team usually has the shard pushed into phase 2 before the little ones explode, yet if they do, there's a very high chance the HWM will crit/riposte -- and kills earned this way prevent on-hit effects from landing, so if it was a stress-attack, for example, and he kills it by riposting, nobody gains the stress effect. 2nd phase involves constant AoE, so again, even more free damage -- and not having this buffed by something such as Tracking Shot is a total waste.
De-stealth moves in general can seriously alter a fight so keeping tracking shot around as something you otherwise use to finish guy off can pay off.