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Kimahri is specifically set up in the middle in a way you can basically freely chose how to develop him.
You will find that many people go towards Rikkus path to learn steal and decent speed, then follow Wakka for the attack and abilities.
For the main-part of the story (last boss then finish-screen) just following the path for each character is enough to beat them (i personally would say take all branches on the paths as well). But for the optional challanges you will need to travel quite a bit more on the board, for the super-bosses you need like half the board with each charater of your party.
But don't worry - those things are late-game optional content and by them getting levels will not be a problem (and you likely will have learned more here in the forum).
Oh and also:
The guide-section has quite a few helpful entries.
Of all the reasons to make Kimahri a caster, weapon selection seems to be one of the worst arguments.
I like to send Kimahri to wait in front of Use/Steal until it's unlockable, and then go down Lulu's path (Expert Sphere Grid). The reasoning being he is useful most of all for stealing all the Lv.3 Key Spheres you'll ever need in his solo fight, and having a second caster for Double Cast -> Gravity/Ultima is useful during capturing in Omega/Sin. For postgame superboss content, he's pretty much strictly worse than other choices (but so is Lulu, and spellcasting in general).
As many people have already pointed out, though, the nature of the Sphere Grid means you can make anyone do anything, and they will have identical stats once you max them out. The only really relevant differences between characters are their Celestial Weapons and Overdrives. With the same stats, everyone will be doing the same damage.
I like making Kimhari a bulky fast white mage, with some utility. I think it works pretty well too.