Hey Qavex, thanks for the response. It's actually kinda funny that you mentioned the things you did since 90% of those things are things I noticed on my own playthrough today.
Evade: That's likely the reason, yes. What item(s) were you looking at?
Gold Armor: Clan battles should only be dropping a usable item, no armor, weapons, etc. That's weird, and I'm not sure why. I'll take a deeper look at it.
Time Mage/Green Mage: I noticed that today during my playthrough, and it'll be remedied soon. The likely scenario will be the -ra Rods being moved to Tier 1. It might be overpowered (though MP cost is always a concern, and some enemies pre-Tier 2 can use -ra spells anyways), but I would like Green Mages/Time Mages to have skills to learn. This way they can each learn 3 skills. Also, on the note of Green Mages, they'll be losing MP Gift for Slowga and their MP costs will be decreased slightly for a little more ease of use. Further, Protect/Shell/Barrier on White Mages will also be seeing an MP cost decrease.
Bards: Conch Shell (Minne) and Fairy Harp (Lifesong) will be moved to Tier 1, most likely. On the topic of Bards, Paeon is being reworked to cancel buffs and debuffs instead of restoring MP. It'll act as a blend of Esuna and Dispel, basically.
Scream: Berserk increases physical damage, yes. Unfortunately, it's not very useful. Future updates may instead make Scream boost the user's ATK instead.
Reaver: Heh, the cat's out of the bag, I suppose. One of the things I'm attempting to do for .993 (and is why said update is taking a bit, comparatively) is because I'm attempting to revamp Reaver to what it was originally intended to be: a Dark Knight/Necromancer hybrid for Nu Mou. Right now it (and Alchemist, which I'm getting to shortly) are in the process of being changed significantly. Since you brought it up, I may as well reveal what their (hopeful) skillset will be:
Basically, a Dark Knight with control of the Undead that learn skills by ripping away souls from enemies. Which is badass, IMO. But that may just be my Dark Knight fetish showing itself.
Reavers are armored mages that can change the tide of battle by turning enemies (which are in larger numbers now, compared to Vanilla, simply because you can't use as many allies) against each other and crushing them with the HP lost by your own attacks. This will only happen if I can find a way to disable Nono's shop (I need access to those text strings that his shop uses for new text), so we'll see if we can make it happen soon-ish.
Likewise, Alchemists are being revamped. I'm sure you've noticed that now they're "Arcanists". That was the original Necromancer job I had planned for them, but they're being revamped to "Evokers". Inspired by Final Fantasy III's Evoker job, Final Fantasy X's Dark Aeons, and the early Persona series' Reverse Arcana, the Evoker will be a Nu Mou summoning job with summons whose effects are reverse of the Summoner's. Their exact skillset has yet to be determined, but some examples are Kirin inflicting damage and dispelling buffs (a reverse to Viera Kirin healing and dispelling debuffs), Phoenix inflicing Undead on a large area (a reverse of Phoenix reviving the dead properly, also to help Reavers out), Maduin healing HP over a large area (a reverse of Maduin dealing damage), etc. Shiva/Ramuh/Ifrit/etc. have yet to be determined. Also, should their animations work, Chocobo will be returning on Evoker (and Summoner!), but only if both their sprites don't bug out. The real issue is that I'm running out of skill slots to work with. I should have enough to make Evoker work, but fitting Reaver in will be tricky.
Catch is exactly how it was before. Proceed as such.