So as I understand it the chance to re-position for the whole party is based on the highest bypass. Then if that was success, will the number of squares when reposisitioning each character individually take into account his own bypass skill (so each party member has different number of squares to move), or the highest in the party again?
A few minor additional comments:
On the reposition interface: Is it possible to map the "Skip" button to "End Turn" key; and "End" button to "Esc"?
Can clicking on the portrait on the bypass interface center on the character as well?
If the reachable tile during re-positioning offers cover the game doesn't display the shield icon as normally would during combat.
But the more I think of it, the more features would be useful during that phase (like seeing enemy tooltips, etc). So I have more like the opposite question - have you considered to restrict units to certain actions during their turn? I'm not sure, maybe that's already in. I can imagine the bypass phase to be just the normal (zero) turn with APs derived from the bypass skill, and only the movement action being allowed. So besides that it would have the normal turn functionality. You can tell enemies to just skip that.
Also if you are able to restrict certain actions it opens up other possibilities. For example, perhaps something like action specific stuns: eg. if landed crit when targeting legs the target will be forbidden to use his APs to move for the next turn, and conversely when crit while targeting arms it will only allow to use APs for the movement and nothing else...