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Heavy armor tank will most likely be flat-footed at the start of the combat and it's where they get hit the most. A dex tank has higher initiative in general but lose a lot more ac when flat-footed.
https://www.d20pfsrd.com/Gamemastering/conditions/#TOC-Flat-Footed
When using charge, the character will wait until it's his turn and then charge. Similar with spells and abilities.
This game took the lazy way on things.
Initiative matters a lot in the first round of combat.
Being caught flat-footed is terrible for characters who rely on dexterity or intelligence for their AC. Rushing forward with a character who rolled low on initiative is a bad, bad idea.
Conversely, closing with an enemy who rolled low, and hammering him while he is flatfooted works wonders. I have a sword saint duelist who does this every round, as he has feats that enable him to take 20 for initiative. Add the extra initiative bonuses, and he is pretty much guaranteed to catch people flat-footed.
You roll initiative only on the first round. After that every character takes the same amount of time to finish their round so order never changes.
As others pointed out you are flat footed until you have taken your first action in combat. This is especially relevant for tanks in the early game. In general it is advisable to pull your main tank back until he can act so he doesnt get attacked when flat footed.
Note that flat footed will not only allow enemies to deny your dodge AC but also allow to roll sneak attack damage when applicable.