We probably don't want to knock out the twins. Knocking them out puts them (and their wearer) back in the pocket dimension. That may help as a very short reprieve vs their wearer in that fight, but better to just kill the wearer (if Jack) or pray the wearer can be knocked out (if Bonesaw).
This is important to remember. Knocking out the twins automatically puts them back in their pocket dimension. So don't do that, because they'll take their wearers with them, and given that their wearers are likely Jack and Bonesaw, then that would be BAD.
Alexandria should not be in the Crawler/Siberian fight. She's only good for delaying Crawler and useless against Siberian as if she goes looking for Manton, he can see her coming in time and recreate Siberian right infront of her. Likewise, she probably shouldn't be in any fights with the twins as she'll most likely kill them.
The key for Siberian is finding Manton and killing him before he can react, or killing him by surprise so he can't recreate the Siberian touching his van. Who would be a good choice here after the drones are destroyed, but for finding him, I would use Legend with Thinker support as he knows that the Siberian is a projection, he's the best mover we have so he can search quickly, and he's powerful enough to kill in one blast. The thinker support would be to help him find Manton ASAP, which Weaver can help with as well while fighting.
Crawler is ultimately a delaying issue. We need to capture Hatchetface first, or come up with a different solution. Just hammering him is not going to work.
Jack and Shatterbird are tricky because they have bombs with them, so I'm still thinking over what to do here... Narwhal might be a good idea and someone powerful and mobile enough to reach and squish Shatterbird would be good. Feral perhaps? Gust?
Bonesaw needs Wyld to counter her diseases. Weld would also be a good idea, as he's just metal and as a bonus would not be fazed too much by Burnscar or Philharmonic. I think that Kid Win should go here, in order to stop Bonesaw from getting away. Gust might be a good idea to redirect airbourne diseases.
Burnscar is a bit tricky, as she's very mobile but also pretty powerful. Slate would probably be the best counter here, as he both smothers energy to help put out fires and block Philharmonic and blocks line of sight to blind Burnscar to help minimise her mobility. Willow might also work if Wyld is there dealing with Bonesaw, as Wyld can grow a lot of plants all over the place for her to use to match Burnscar's mobility.
Mannequin and Bakuda are serious trouble, in that they have double the tinker bullshit, Mannequin is very mobile and sneaky and Bakuda needs to live due to deadman switches. Combine Bakuda bombs with the telekinesis of Philanthropic and that's bad news. We need to disable Bakuda quickly, and the best idea that comes to mind is Willow as she can pop out of a plant right next to her and put her to sleep. Gust could move the bombs to counter Philanthropic as well. Clockblocker might be alright to both make shelters from bombs and disable whoever he gets a hand on, but the problem lies in getting him in range...
Mannequin can wait, for now. Make sure to keep a close eye on any prisoners, in order to stop him from sneaking in and then busting them out or setting off any deadman switches inside Bakuda.
The hospital needs people who can deal with crowds of zombies and can neutralise or minimize bombs. Bulldozer, Miss Militia and Gully come to mind here, as does Narwhal. The problem lies in, can they be used elsewhere to better effect?
The PRT Officers should be used either at the hospital to help deal with the crowds using foam, or to try and take a lucky shot at Jack (but I honestly doubt that would happen as he's too careful).
Remember, Weaver does not know that Jack can counter parahumans but not normal humans! That is metaknowledge!