Some surprising numbers from my simulation:
Time elapsed: 11 hours (at this point, i'm running an extremely efficient Rust program on a 16 core machine, and idk if I can speed it up)
Jobs: unique only
Races: all unique combinations (meaning races are substitutable with any other race so long as the count is preserved)
Chemistries: all 15% guaranteed
Missions: all 6 variants of the level 50 missions
Affinities: all combinations
Code:
Aura MRD
Aura GLA
Aura ARC
Aura ROG
Aura LNC
Aura CNJ
Aura THM
Aura ACN
Training:
Stats { physical: 200, mental: 180, tactical: 20 }
Performance:
3 stats: 55.80%
2 stats: 23.37%
1 stats: 20.83%
0 stats: 0%
Conclusion: assuming you can get a guaranteed chemistry (e.g. stay constrained to unique jobs and use "when all jobs are different [maxstat] increased by 15%"), it's actually more beneficial to have all your squadron be one race instead of a diverse set. (Note that the race is "all of the same race" and not "all au ra")

I personally like having a diverse squadron so this makes me a little sad, but the strict requirement of 30% stat boosts to hit breakpoints means you have to go for cases where an affinity triggers 30% across the board.

There is one more potential set of cases I have not yet considered: unrestricted jobs (9^8) rather than unique jobs (9). As-is, this computation would take 2.3 million days.