Read through all of these and everyone has good advice. Here are my few thoughts.
I usually end up playing a whisper hybrid character. I’ve played around 12-14 characters through the last few years since beginning to play this system because the ‘astral’ is a major part of the world. But I also usually never resist the consequences, unless they interfere too much or don’t fit the fiction of how my character would react. I enjoy playing with consequences too much.
Another thing to point out is if you have only had 4 sessions and some of the crew have traumas, could be a mixture of both harsh consequences and poor rolls. But playing into traumas earns more XP so most of the time at my tables, I see characters go for one within the first few sessions.
Armor and special armor: they might want their next advance to be one of these if they keep making similar decisions. Or have them take the Whisper ability ‘Iron Will’ which means they immune to the fear supernatural can cause upon sight. I will have to say that it is usually unspoken at our tables that when you compel an entity you can interact with it decently unless you rolled poor of which a slight fear or harm may be resisted due to that consequence of the dice roll.
Another tip for the GM, watch stress on all characters through the session. I purposefully look around sheets during gameplay as I can play into little things on their sheets such as a special item they described, a contact, trauma, Vice, etc. but it mainly helps me track stress and ‘spread’ the load so to speak for them. If someone seems to be getting all the rolls (or stress) I will ask another character what they are doing within the described scene.
All in all it can be as simple as everyone learning their character’s limits. Things are tough as a Tier 0 crew, but there are also some things that can be changed to enhance the experience. Hope this helps!