I think we have two conflicting issues;
1) Assault Doctrine comes too late
2) Devi Doctrine is too “early”
The basic fix to the latter is forcing rotation. But doesn’t fix the former, but fixing the former (by skipping tactical) is almost a contradiction of trying to fix the second issue. Which I think is as an issue brings us to the matter at hand.
Doctrines help Gunline marines (Devi) either by removing line out of gunline (notably Iron Hand but also Ultra (Tactical)) or increasing Alpha (Imperial Fist). They help “Firefighting” Marines by enabling gunlining (move and shooting; Salamanders and Ultramarines) either by increasing your raw output (+1 to wound) of close range weapons of highly relevant types the turn you want too (turn 2 close range weapons like Flamers and Melta will get in range) or by removing disincentive of role confusion (Tacticals w/HvyWeapon and BoltRifle Intercesor) both want to get in close to make full utilization of their statlines, but the former would suffer -1 to hit the and latter would lose Bolter Discpiline.
IF whose rules moslty favor tactical (Bolt Weapons by and large Rapid or Assault) can crack open Transports t1 to get to juicy contents t2. And having multidamage aids with that, Espacially sense “no cover” makes prepared positions
espacially when the latter makes many 6+ on tanks to 5+. A preemptive negation of 2CP.
But Assault Doctrine/Melee Fun Doctrines? So first well you got to get to turn 3 with viable melee in case of Scars and Templars (if Templar’s doctrine is true). While for Ravengaurd you have to use Snipers or remove the chaff around the character to shoot. The first tend to be heavy so
synergy with Tactical, the second is difficult to say the least and by that point you could just kill character w/o fun rules. While you do get the t2 benefit for your guys in melee, but unless you are melee’ing a knight +1 hit/wound is overkill for most infantry level characters.
And for Monster/Knight level threats, it does help considerably but given those threats are due to how marine book work best met with captains in melee (Hammer, Teeth or Burning Blade), two of the three options already hit on 2’s and only benefit from half relavent options. The first goes back to 2’s and wounds now on 3’s, with the other wounding on’s 4’s or 3’s.
And your not actually using the tactical part of the doctrine you just need to be in that part. That is my 2 cents. Basically doctrines help the Shooty marines shoot, but for marines who want to be up close, the benefits are just not there.
White Scars multidamage helps vs monsters and vehicles, multiwound infantry, but really only for units using Chainsword/Fist Punch. Because for sake of example if something 2 damage base, vs 7-8 wounds is 4 wounds vs 3 wounds. 9 wounds the difference is most in favor with 5 vs 3. But then at 10 is 5 v 4. With highly numbers 14-21 being 7-11 vs 5-7. Only really at 20+ does the extra damage really shine.
3 damage vs 4, is similar issue basically functionally reducing wounds needed by 1. If it was active earlier you could save points by reducing points spent on multidamage required weaponry on characters. The largest issue however is that your regular infantry unless you have your dudebros charging tanks or monster want to kill it (but something espacially the former you generally really want to do earlier) or something like possessed/Wulfen/Sang/etc. The extra damage is essentially pointless it’s nice but doesn’t do anything.
Templar’s rumored assault doctrine is something that is nice and relavent for a large variety of units given auto wounding hits is something lowly Initaites to characters all want. But it comes late. And likely most of your units are
. But of the three “melee” doctrines, Scars and Templars espacially over Raven, it is only one of the 3 which is relevant for the weapons you want to use in said doctrine (Melee), and is one relavent for every unjt.