Um.
You haven't made any statements that has changed my mind. Not saying it's impossible, but I still stand by what I said.
2x High-HP Units that double-turn Flare, have Always: Shell
Innocent is a better defensive strategy (that is, initial Innocent). The Thieves have Heretic, yes, but a low faith unit with initial Innocent is a better strategy right off the bat.
Use Charm to both Cancel Charging and turn mages against each other.
This is a crapshoot strategy and I know it. There are better strategies against this, such as Reflect, Sinkhole, or even Silence. To be fair, the Priest uses two of the above, but can only effectively keep down one Wizard. And I said, Charm is hardly an anti anything, since the percentages are so low. I would argue more versus the fact that your team is all female, not that it's a particularly powerful strategy versus mages.
1x Moderate-HP Priest with Initial: Reflect to make her invulnerable to most low-CT Spells and Sinkhole to stop the few that get through Reflect, as well as herself being a lightning rod for getting all aggro magic targeted on herself.
She ate Bahamut pretty good on multiple occasions. Which still does a shit ton of damage, so she's not protected.
Sure, the Archer really didn't do jack shit, but to say this isn't "as bad as would think" is pretty... false.
I still stand by this. This isn't an anti-Santa team, nor was it meant to be. Remember that Blade Runners came before Santa did, and in a similar twist, they murdered another team that had female units. My initial intent with Blade Runners were very high evasion thieves that pestered the opponent to death. It's just that when there's a female in the enemy team, it becomes the most obvious advantage.
This is close to as Hard-Anti-Cannons as it gets
No, for the reasons mentioned above.
to the point where something trying that hard to beat Cannons should be winning with a fairly solid 2-0 and is likely at a very huge detriment if they fight anything not focused on magic, even if it's still all-Female.
Uh ... I've tested this team against my own teams, and Blade Runners basically wins whenever there's a female involved in the opponent team, and she happens to get charmed. Going back to what I initially said, however, if the charm misses, they're dead. The Thieves are built for survivability, both magical and physical.
It's similar to Thank You for the New Shoes in that way - that team has huge Axe with high Move that make its other matchups much better, but they should always 2-0 a team like Bombardment Cannons. The fact the games had a back and forth and the match went to a third game only really states how fucktarded my DPS is, since you're running an almost completely hard-counter and were still at a very realistic risk of losing.
You're contradicting yourself here, as this argument actually works in my favor.
I was fully expecting to win that third game despite it being a smaller-end map with chokepoints my casters hate after that first round, said risk is so realistic.
Right. Just listen to my commentary, all it takes is one charm to completely reverse the match. To be honest, if Blade Runners perform that well consistently, I will be surprised, to the point where I would consider lowering the charm hit rate, since it's such a ridiculously debilitating status. If you think about it, most teams are built to work well with each other, when you charm the competition, the said is true in reverse, in that the ally is suited to dealing just as much damage to his or her team mates.
I'm not calling shenanigans, people make these kinds of teams and verifying they can actually beat what they're hard-countering is important. It's more of the "Why in the fuck did this go into 3 games?" kind of statement, where I feel going 2-1 is a compliment to my team's raw power more than showing a particular flaw beyond "It's four magic users with long CT Spells."
I'm confused now. I agree with this statement, but it doesn't even seem like you're disagreeing with me anymore??? Or are you just writing down a string of thoughts as they come to you? Sometimes I do that as well, and come to a different conclusion, than my initial thought.
Though, I think those Oracles might need to lose Beguile, I dunno, so that might be showing a particular flaw. It's hard to say exactly what's flawed on those Oracles though since they still had the wrong Spellbook, so I don't know exactly what set of Statuses they had available in those matches. You can just learn a unit's skills in-game you know, so if the Spreadsheet is giving you trouble on learning Primary/Secondary skills, just don't teach them through the Spreadsheet and grab them in-game instead, for future reference for when you do matches involving Oracles or if you just want to stick to doing that to prevent errors. Also, never use Palette 5 (Purple), shit bugs the game, and I don't know why everyone (including FFMaster >_>) still uses it.
Just to address the last point, yes palette 5 needs to go. I usually just copy a team into the spreadsheet without giving it much thought, so sometimes it creeps by. If you want my opinion on the oracles, even though the spreadsheet was whack, they actually got some solid use out of Life Drain. Petrify definitely needs to stay, and I like your other choices (Silence Song, Sleep and Don't Act). I agree that Beguile, just in general, is not preferable to Petrify, or even Sleep. Zombie I could see getting some use. I don't know if they'd ever forgoe an attack spell for Blind, however.