For something directly equivalent to casting a buff spell and activating it as a move action I don't think is in the game but there are many means of getting spells out.
This allows you to drink a potion as a move action, especially good as spells that can take up to 1 minute to cast take effect instantaneously when imbibed. Enlarge Person therefore can take effect by the move action of the target rather than a full round action otherwise. Many Level 1 buffing spells have a duration of 1 minute per level so even a cheap CL1 potion will last long enough. It can get exponentially more expensive with higher level spells.
For weapons, these are generally most useful with offensive attacks though nothing says they must be offensive spells. For example a small dagger of spell storing does pitiful damage but may cast any level 1-3 spell into the target which could be a buffing spell for an ally. So you can get multiple spells cast in one round by effectively getting the target to cast it on themselves.
This is similar to a spell storing weapon except it doesn't have any limit on casting time. So if Adam make an unarmed strike on his friend Bob who is wearing spell storing armour loaded with Magic Circle Against Evil, Adam has such a spells cast on them. It just has to be limited to a touch spell.
Swift action Spells
So many spells are overlooked as the overwhelming majority of spells are a standard action or more to cast, yet there are a few exceptions, Dazzling Blade is a first level spell that is only a swift action to cast yet gives the ability to blind. An excellent first level buffing spell giving anyone with a weapon the capability to get out a devastating de-buff. This swift action cast can be combined with a Standard Action casting spell.
Multi Target spells
Similar to being able to get spells out quicker with a Swift Action, having a standard action go further by simultaneously buffing multiple allies eases the burden, a very popular one is Haste as it targets 1 creature per level.
This is a level 3 spell with a long casting time but the result is permanent. The way the spell is worded your party can gain the benefit of this buff simply by the item being available for all the party to touch. A very handy buff giving a 50% miss chance. This allows the effect of casting a spell by allies only investing a melee touch attack on the Symbol. You could configure the symbol to be activated by looking at it when uncovered but then enemies could benefit from it too.
Going Invisible can be a worthy investment if you are committed to getting out those buff spells, the spell doesn't end unless you take direct offensive action. Though what may be necessary is investing in zoning spells which delay the enemy from attacking either you or allies, this can be as direct as Web which delays most enemies a long time, or even something like Obscuring Mist, you and your allies are effectively immune inside the mist and if close together you can still see each other well enough to cast buffing spells.
Many buffing spells are so situational for allies they may want to consider the Sipping Jacket that means they can use only 1 round of a potion's duration at a time, useful for a Rogue who may occasionally need to go invisible for when their normal means of stealth otherwise fall short.
Also, if you like to use lots of pre-battle buffs, consider scrolls of Channel the Gift which means if you cast a level 1-3 spell in the next round then a spell slot isn't used up.