I betcha it comes in handy in China though.
One way to do it is ensure your troops leave from a port on a border province, if it doesn't have a port you can build one.
You don't need signal companies playing Grand Battleplan though of course they will help, but the main advantage to GB is giving you that awesome first punch which can light up your enemy's whole line with big happy green balloons and you have your pick of where you want to exploit through to encircle and destroy their army; then when they get there being such a pain in the rear to dislodge if they get the chance to dig in. For Japan I'd think it would be very useful in China, which can also be used for ports on the front line so marines can charge up their planning bonus for amphibious assaults elsewhere.
Not as much as you would think in China. The Chinese usually will struggle to have enough rifles for their troops, no arty, no piercing, and no aircraft. If Japan is staying with the starting 12 battalion build it's infantry will be double the size of the Chinese divisions, with better firepower. You don't need the GB bonuses to blow thru them, especially if you invade around Quingdao or Shanghai. Heck, if you just put 1 battalion of 1934 Light tanks in 20 Inf Divisions the Chinese can't pierce and you cakewalk to Nanking.
As @ Dalwin noted, Japan 1.3.3 suffers from 2 issues, a lack or resources (esp aluminum and steel) and far more things to research than it has time for. You have to count where each resource goes to maximize it's benefit. Stuffing a lot of truck and aluminum sucking support companies into Japanese divisions means no planes and ships where you need them.
Naval tech and doctrines are a must for Japan. that research time has to come from somewhere and that somewhere is usually Land doctrines. This is another reason to go SF. You get +20% SA to every frontline battalion, +20% defense to all units, and 10 Org to all Leg Inf, plus 3 good combat tactics in the first 3 SF doctrines. Japan is making a LOT of leg infantry. GB gets you entrenchment bonus (not useful if you are attacking constantly), +30% max planning, +10% defense, and 10 Org to all Inf.
What I have found playing Japan is that the planning bonus tends to be a 1 shot item. You launch in sequence vs China, India, and Russia and then you try never to stop attacking so as to prevent your opponents from regrouping and reinforcing their lines to force you into static warfare. You are bum rushing them backwards, and the extra SA is more useful. Not saying you can't stack the regular PB before you attack, by all means do so. But GB doesn't help with invasions whereas SF does definitely help get ashore (and I refuse to manipulate bad coding to get PB).