I can't say I disagree with making it so the scenes can't be skipped; there's a lot of story in those two duties.
But gods does it take forever.
Why not utilize functions currently in the code to allow the party to progress as a unit? We have a ready checker that say "everyone has ___ seconds to respond, and if everyone responds before the timer expires, the ready check concludes quicker." It should be simple enough to use this with two simple tweaks to the functionality.

1.) Allow everyone to click to progress their cutscene. But the cutscene doesn't progress until all party members have clicked, or a timer expires. This keeps the timers as they are, but allows people who read quickly or those on short messages to advance faster.

2.) Return the "Skip Cutscene" function, but not as an actual cutscene skip. It should simply auto-flags you as clicking 0.1 seconds into any message for the advancement. This lets the people in a rush choose the fastest possible route without taking away from anyone else.

To accommodate the worry of bashing people who are taking the time to read, the scene would still end at the same time for everyone; the party list wouldn't be visible to see who's still in the cutscene.
This would only possibly shorten the roulettes while taking away nothing from the current allotted time to watch a scene.