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Doc Alice is the most universal of the helpers, as being able to outright oneshot skeletons is an extremely powerful ability, welcome in pretty much any class. Scattergun also does fixed damage which means her damage while not great, never falls to zero like the other partners. Her healing is also extremely relevant early game for all classes early game.
As far as class specific helpers go, Susie has great synergy with Snake Oilers, due to Bad Moxie allowing you to double dip on the -Moxie debuff, which lets her actually do damage and DPS. Ghetto Fan hammer with shoot, Susie lasso, shoot, Susie shot. Susie's raw damage is actually quite good. For the other two classes, she's pretty much just a 1 round stun + one time cover, which generally doesn't cut it mid-late game, without a way to buff her damage, expect her normal shot to do zero damage.
Pete is great with Cowpunchers, since max rank Menacing Moo is a repeatable AOE stun, Pete can safely buff your stats to the point where you no longer take damage, and each round that goes by is a net 20 muscle swing for the player character. Cowpuncher already owns against single or pairs or enemies, Pete + Bill combo gives you a good answer to large groups of 5-9 enemies. For the other two classes, Pete tends to be kinda meh, as since he's positioned up front, he almost always dies after one turn. If he was one square back and could hide behind Beanslinger walls, there would be some synergy there.