CapnZapp
Legend
I could read you wrong but... frankly, this sounds as if only half your team is adventuring while the other half is sitting on their hands? (In my group, everybody wants to join in on the action, so we rarely send out scouts that aren't disposable)Not 100% relevant to this exact situation, but in my experience, the way it works is that one or two high stealth characters sneak forward while the rest hang back covering them with ranged weapons. The high stealth characters (and those who can Follow the Leader) then sneak up and secure an area (either by watching the guard patrols for an opening or eliminating them) and the rest of the party moves up into it. Repeat until the infiltration is complete or the alarm goes up. They often argument their approach with magic (silence, invisibility, pest form, spider climb, etc.) and occasionally mundane items: pitons, ropes, traps, etc.
Plus: In my experience, sight lines are seldom very long on indoor maps. How far back do you require a character to hang in order to not have to make a Stealth check?
I have used "two full round's worth of standard movement" as my default GMing yardstick since way before PF2. In 5E, the default Speed is 30, which amounts to 60 ft per round. In PF2, the default Speed is 25, which amounts to 75 ft per round. So I require a character to stay 120 ft behind the point man in 5E and 150 ft behind in PF2. Want to be closer to the action? Make a Stealth check! Even if I'm prepared to give you a reasonable bonus for staying behind, you pretty much need the skill - you're either good at something in PF2 or you're atrocious. There's some middle ground in that you could have a bad ability score and only be trained or something, but generally the gulf between the haves and the have-nots in PF2 is vast and wide...