I posted something very similar to this a few pages back, but it deserves more discussion.
I think that realistically Drive-specific combos will be limited to two items, with most projectile based items being unlinkable midcombo. So it would be theoretically possible to have an either;
1: An initiation item (Missile CH, Bomb CH, Bat)
2: A juggle/filler/link item (Pan/(bin?))
3: An ender item (Hammer/Cat)
Realistically I can only see two of the three presented options being used in a combo, without the use of Miracle Jeanne. I also think that preemptively organizing your combo around item orders is slightly unrealistic (though quite possible) due the fact that you can never guarantee a specific initiator in a certain position to capitalize on item draws. To me it seems like it would be more favorable to use them opportunistically.
Ex:
Bombs in hand - Missiles on draw
Use up the bombs (missiles now in hand, hammer on draw) to apply pressure then land a dependable normal. Normal links into BnB. I then have the option to capitalize on my current item state of missile, maybe dropping the combo for an oki opportunity similar to Jin's corner-ice-blade thing. Alternatively, I could finish the normal BnB, then use the missiles to open up a new combo, then on blocksting smash a primer or two with hammer.
Just theoretical examples.