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One idea is to make it so instead of Morale giving a constant buff to allies, make it so it applies a short vulnerability debuff, like Abigail does, whenever Whiskey attacks the enemy. Said debuff wouldn't work with Whiskey's attacks so that way it's purely a support thing, and her current morale value would change the strength of it. And then maybe if you replaced her sanity drain around players with a stacking melee damage reduction like Wes + an increased weapon durability drain rate, you'd end up with a situation where Whiskey would be discouraged from just spamming attack, and everyone would hopefully try to co-ordinate their attacks. This would also do away with her harming herself when being around others, while still providing her with a penalty that requires a different style of gameplay.
Another idea is to make it so medals have a reduced effect normally, and only activate their full effects when Whiskey uses an item, sorta like TF2 Soldier's Buff Banner but it applies a different effect on each character depending on what medal they're holding. Then you could tie the activation of that to a short cooldown or some gauge that refills with damage dealt and you'd wind up with another sorta attack coordination situation. Maybe the buff length is dependent on the medal itself, that way you can have battle oriented medals with short buff lengths so Whiskey will have to activate it multiple times in a boss battle, and then utility medals only need to be activated once a day.
These ideas don't really mesh together super well so I don't think you should do both of them without some adjustments, and even by themselves I don't think that they're perfect but maybe they'd help get her into that spot you'd like, or hopefully they'll at least inspire you to come up with better ideas.
Your future plans sound interesting, I don't really have anything else to say about them. Good work on Whiskey so far, I wish you the best of luck on making her even better!
I can see a type of "Mark" that Whiskey can apply to only 1 enemy at a time, rewarding people for coordinating with whiskey but useless to herself otherwise. this "Mark" could be empowered by morale and medals that these allies hold.
I could also test if disabling Morale whenever whiskey gets hit could work as a way to push everyone into working with her, but obviously this needs much thought, specially if this design contradicts the red medal's design for example.
I'd be hesitant about punishing the player, and everyone else with them, for getting hit though. It's a tad difficult to work with others to prevent one person from getting hit, It might make the Whiskey player feel awful, like they're letting everyone down if they mess up and get hit, so they just sit back as much as they can. Then again, maybe feeling awful for letting everyone down might be in character lel.