1. Either skills or classes are needed for characters in a solo game. As you are both the GM and player, skills or classes will help define the capabilities and limitations of the character on the sheet. Without the type of guidance either of those two mechanisms provide, there will be a tendency for PCs to become homogonized into reflections of your knowledge pool of the game.
If the 3 PCs you are soloing with are capable of performing all tasks based only on the roll of a die to check for success, then all 3 can gain equally from your play knowledge and you are playing with 3 interchangeable PCs. This interchangeablitiy degrades the importance of tactics that test the solo players mettle.
2. Movement, time, and turn add consequence to the solo game by placing limits on the flow of the game. Normally done by the GM in group play, if these items are not adhered to the solo game can begin to flow past a manageable speed.

