Okay, now that I'm home I can properly reply to the feedback!
Dia and Aero are some of my favorite spells in the series. Of course they'd make a comeback!
-Reraise deals 50% of a unit's max HP worth of damage to always inflict Reraise on the target. It works on allies only to prevent abusing it on enemies. It's meant to be used in situations where a heavy blow will almost certainly kill a unit, or early on in a battle where allies are close to a healing unit.
-Execute is not blockable/evadeable. It'd be kind of useless if it were.
-Corsair skills calculate the status on each unit individually. Poison/Regen, for instance, only Poison -or- Regen will target a unit. The game then moves on to the next unit and calculates it again.
-Throw Stone is based on PA, so it'll act like it did in Vanilla, albeit more potent.
-"Recruit" sounds thematically better for a Templar or Valkyrie.
-Putrify uses Death's formula to assure that it heals Undead units. That's the only reason it'll slay living allies.
-Most jobs in PW 2.0 are Hybrids, even if they at first don't appear so. Most physical jobs also have magical options. Sentinels have Protect/Shell, Harbingers have Immobilize/Disable/Slow, Elementalists have varied abilities, etc. Likewise, many Mages have abilities that benefit from being used by physical units, such as Poisonstrike/Atheistrike on Magus, Blind on Devouts, etc. PW 2.0 is definitely more skewed towards MA, but it's just a personal preference- which is funny, since Vanilla was definitely more physically inclined.
-Sages are slow and their spells cost a lot of MP. Sure, they'll have great MA, but they won't be able to cast a lot without help. Seer secondary helps, but that's a turn left to regenerate when any other mage could probably be casting still.
-Quick's success rate is not determined yet, though it'll be less accurate than Vanilla Quick.
-Corsairs are meant to be potentially very broken depending on luck. If someone is willing to spend upwards of 1500 JP to get Jackpot (which will likely be the cost of it) for a -chance- to Doom half of your own units and the enemy units, so be it. If I find it's too abusable, it'll be dealt with, of course.
-255% Fire damage basically ensures that even if you halve Fire damage, you're dying. Brutally.
-Dragonslayer being Add: Death instead of Add: Doom was something I'd considered, but like Exorcise, it uses time as a way to balance it. Exorcise causes Death on an Undead unit, but that unit will always come back in 3 turns. Dragonslayer will always Add: Doom on a unit, but it causes Death to take place 3 turns later.
-Infuriate. It boosts Fury. Common sense prevails here.