1. I could tolerate Gained JP Up is removed from most of the patch here in FF Hacktics or Insane Difficulty, but Limiting JP to 10 per Action is... lame... It will take years to Unlock Ninja Class and learned all the best skills. I dunno if there is any out there who want to waste their lives playing the patch under such condition just to make his characters match up to Sephiroth or Ganandorf. I wonder why did the mods usually say "You don't have a life or You have no life"?
It's... Chapter 1. You were expecting to get Ninjas in Chapter 1?
JP gain was heavily reduced because Journey of the Five is simply a much longer game than Vanilla FFT (Chapter 1 is about equivalent to 2 FFT Chapters), and there are a host of sidequests and other non-Random Battle options that can also be used to get JP.
Also uh, if you've actually looked at the JP Costs, most of them are reduced by a fairly large %, especially on higher end Jobs and abilities. No Job takes more than 3000 JP besides Dante's Son of Sparda class to master completely and most skills cost 300 JP or less, so if you want a particular skill, you can get it reasonably.
2. Monster, both in Story and Random Battle is definitely broken, but the AI coding is somewhat stupid or should I say "sometimes". To equally match up your character with this broken Monster you need to:
A>Grind your "JP" not your "EXP" like hell, unlock the Tier 1 Job and learn best skills with 10 JP per Act condition.
B>Abuse save and load states like I did(Assasinate and Finish Touch = 100% Non-Boss 1 ACT KILL).
C>Make use of AI's stupidity and commence the "Hit and Run Strategy"(You hit from afar, provoke the enemy to come at you by their stupid AI Coding then gang-bang/rape them) which people in Insane Difficulty say "The Real Strategy".
So many people have done video playthroughs showing that this isn't the consistent experience (ie, the only times they "get stuck" are the battles that were made intentionally difficult for the resources I expected the player to have at that time) I'm not really sure how to reply. I mean yeah, a few of the story fights (ie Sweegy Woods) and a few of the Random Fights (ie Bariaus Valley Randoms) are difficult - especially some of the out of the way random battles - but I'm not sure what you want me to say there.
I'm also not sure why you need to keep up with the random Insane Difficulty slander all through this post. It doesn't actually... erm... mean anything.
Otherwise, this patch has many positive things:
1. Free game. *Two Thumbs* Up!
2. Good Story/Ideas. It's still not great, though...
3. Good Mechanic = Most Jobs, Skills and Stats are changed.
4. Great Sprite.
5. Good Enemy's Scaling.
At least you had fun.
Your reasoning is good, but since you always reject any idea given by the users here, that logic comes to my mind.
If you actually read the changelogs that are posted, when each new version is released, you'd find this to be demonstrably untrue. (JP costs and Gil costs particularly come to mind as things that have changed heavily based on feedback.)
Equipments go as Chapter progress, unless you bother to steal High Lv Human Enemy's equipments.
Random Encounter enemies also scale equipment by your progression in the story so this part isn't true in Jot5.
This means that monster battles are more difficult at a higher level, and human battles less, but at low levels humans can become exponentially more challenging due to your lack of Gil but monsters easy as your gear surpasses their leveling. That's completely intentional. It ensures that there is something to challenge the player regardless of how they choose to play the game - you can "customize" so to speak which will be more difficult for you to handle based on how you prefer to play the game. It keeps your choice whether or not to gain Levels relevant without making it High Levels = Easy Mode.