1. You can use a behaviour tree for each enemy to decide what action to take in it’s turn. When the enemy finish his action you can then move to the next enemy by executing it’s behaviour tree. So, I would use BTs for that.
2. Well, in the BT context the way to create a sequencer is by using the Sequencer node and have each action as a child node to that Sequencer :). NodeCanvas comes with a nice feature of using an Action List though. So instead of having a whole lot of different nodes under a Sequencer, you can have a single Action List node and all your actions related under that list. So it’s far more managable this way, since if you want to move all the actions to another branch for example, you simply move the Action List.