Okay, I played up through Sand Rat Cellar completely blind. Haven't even read the OP, so I don't know what's actually in the Changelog or planned in future revisions. I went in with no expectations or impressions besides "CONMAN made a story patch, tell me if you think it's good" from Elric. Below is feedback / bugs / etc. found based on that.
* Steal Heart's text or effect is wrong. The text says it adds Charm, yet every time I tried using it, the displayed status was Death Sentence and none of the times it actually landed a status so I don't know what it's actually meant to do.
* Characters don't save between the Intro at Thieves' Fort and Magic City Gariland and it's very disorienting, because there is no reason for them not to save between battles.
* You get no revival options in the first two battles, as well as no healing options whatsoever besides Wish, and in the second battle your characters are capable of Crystalization.
* Your main non-hero characters can Crystalize without a Game Over and the game continues as normal. I tested this by having Chelsea Crystalize in the second fight and was able to complete up to Sand Rat Cellar without any issues or the game caring in any way despite one of my main characters literally being dead.
* La La does not join immediately after helping you so she resets before joining your party.
* After La La joins, your Inventory is completely reset.
* La La joins at a far higher level than the rest of your party. I believe either Level 7 or Level 8 while the rest of your party is still floating at Level 2. It might be a bit lower than this because I didn't think to check her level until Sand Rat Cellar but by that point she was Level 10 while the rest of my Party was Level 2 and Level 3 so she had to join at least at Level 5.
* Enemies starting after La La joins seem to be far higher level than your other playable characters. I'm guessing battles are Party Level based on this.
* Mandalia Plains restricts you to 3 Units despite you having 4 Units and there being no Sprite Limit issues.
* Mandalia Plains has enemies up through Level 7 including a Squire with a Battle Axe that can oneshot anyone in your party.
* Other enemies tend to grossly overlevel the party.
* Zalbag uses your main character's formation sprite.
* Zalbag sucks. Really he's completely fucking worthless. The only useful thing he did for me was act as a high MP target for Jenna's Osmose skill.
* Zalbag's AI in the Sweegy Woods battle makes him twice as shit as he is in other battles because he hides behind your party unless the enemy moves in close.
* Sweegy Woods only allows you to deploy 3 characters despite there being no Sprite Limit issues.
* Enemies in Sweegy Woods on average are over 3x the level of your party unless you're grinding. My units that weren't La La averaged Level 2 and the enemies averaged Level 7 on top of outnumbering you heavily despite you likely having no ability pool yet.
* Dorter Slums finally allows you to deploy all your units, too bad one of mine was dead forever.
* Units in Dorter Slums outlevel you by even more than Sweegy Woods unless you've been grinding.
* Monk can oneshot any unit in your party that's not Zalbag unless Compatibility saves you.
* Units in Sand Rat Cellar begin breaking Level 10 despite all my units that aren't La La being Level 2 or 3. Zalbag doesn't count because he's literally more worthless than Algus because he doesn't start on the side that allows his corpse to be used to block the door.
* Enemies include a Level 11 or 12 Samurai that can twoshot your entire party including Zalbag simultaneously via Draw Out.
* Monk present still oneshots entire party that's not Zalbag, La La included. Zalbag is still worthless despite this so him not being oneshot honestly does more harm than good.
That's where I stopped playing for now.
* Sprites are borked, but you know this already.
* Event Text is often broken or badly formatted. Too many instances to document them all individually.
* Story seems rather confusing to follow.
* Story is twice as confusing to follow if you don't edit your name because you seem to have Ramza as an existent, separate character. The default name should be changed if this is so. This can be done via FFTacText.
* This happened during one of the scenes with Alma, forget which: http://gyazo.com/54d4a0cd974f543e457bf20dec796f74
* Unique units don't feel very unique so far since the ones I've encountered so far merely utilize generic class abilities with higher stats and innates with only one or two unique abilities. Having a lot of abilities on a Job isn't very important. A character like Mustadio who has 3 unique and character-defining moves is much better than a character like War of the Lion's Balthier which has 12 moves simply taken from everyone else.
* The general idea of the patch seems to be that your starting units are far more powerful than the enemy generics so you fight a larger number of higher level generics. At this early point in the game there are two problems with this formula:
** 1. This highly disincentives me as a player from changing Jobs to get new skills. Journey of the Five has this problem to a lesser degree, but this patch seems heavily based on the "Squire" Jobs being heavily bad-ass so its far more prevalent here.
** 2. At this early point in the game, Level is easily one of the most determining factors in how strong a character is so, at least in my playthrough so far, most enemy units are as strong or stronger than my units by virtue of raw numbers. If I were an average player I would have been forced to either grind levels and hope levels don't scale or stop playing.
* Despite all of the above, I was able to trivialize every fight except Sand Rat's Cellar despite the difficulty brick wall that seemed to get added to them via Jenna's Magic Ball and La La's Barrage. However, this required a lot of mechanical manipulation that novice or intermediate players would not have considered, such as abusing Zalbag as an Osmose target to keep Jenna's MP full.
* Osmose does not seem to target the player like a normal spell with a CT, but targets the panel instead. Not sure if this is intentional given this isn't how Vanilla spells function and everything else still seems to be pretty much set up like Vanilla.