In basic principles, we have gross division of various elements, with separate capabilities.
However, we probably wanna considet if and how we want to divvie them up further.
A basic, fairly standaes, gross division is to have two maneuver elements that can alternate between fix and flank. Flanking allows to overmatch and destroy an equal or superior enemy.
A third maneuver element equal to the first two allows you to have a reserve, to cover withdrawals, mistakes, losses and contingencies, or to switch out the fixing and flanking elements to alleviate fatigue.
A dedicated fires element (preferably similarly subdivided to allow continuous on call fire support as the battle moves, yet able to shift up to provide MORE fires as needed) to support elements in contact, and possibly serve as a second line to catch strays, serve as an initial rallying point and surge reinforcements would also be basic.
Further support element, in as much they are relevant, are probably best limited to double sets - active and backup, with alternating between roles depending on availability and redeployment.
And recce in the form of detached patrols from the main elements moving to spot, observe and remain active, to guide the maneuver elements into contact and direct fires from the support elements.
... Given the close quarters focus, possibly refer back to linear tactics and have the flanking element be supplanted for a mobile reserve (cavalry) tasked with surging forth and eliminating enemies as they try to break contact, to run them down, maintain contact and destroy them with fresh units before they can reform to engage again on their own terms, while the friendly fixing force is allowed to reform while screened by the cavalry.
And there's always something to be said for concentration of force (be there firstest with the mostest).
Basically - Sayakas team is Heavy Infantry an excelleny fixing force, drop them in the path of enemy concentrations and push them towards the main enemy effort, tie them up and overrun.
Akanes team is pike and shot, they don't need to approach the enemy to do damage, and the enemy probably don't want to approach them with anything but a dedicated heavy combat unit. Have them stick behind friendlies and move forward to support when the enemy is fixed in combat, or else put them somewhere where they can dominate the terrain where you don't want the enemy to go, and have others be ready to sweep in on any attempt to dislodge Akanes team.
Kokos team is cavalry, mobile reserve and heavy striking force.
Yukis is HQ and recce/coordination. If there's CCTV in Mitakihara, or something like it they can probably monitor enemy movements in the city better than patrols of one or two meguca patrols... But probably best to mix and match to minimize vulnerabilities.
Tomos team is backup/reserve/skirmish, a secondary infantry/support block, but also harassment and can help Sayakas heavy infantry overmatch an enemy...
Deployment wise, hide Yukis team in at least two locations and have them relocate as possible.
Plop Akane down to block the most obvious approach, somewhere with good sighlines far enough back to cover as much as possible
Have Sayaka deploy nearby in front of Akane but roaming as a large blob of PAIN.
Kokos team spread out to recce alternative approaches for surprises, but ready to reform and concentrate once we know where the main effort is coming from.
Tomos team spread out to support Kokos team, but in larger packets and as much as possibly under cover from other elements, and have them concentrate by pulling back towards the main effort in an orderly effort.
...