A few odd things on necromancer. It sounds like it should be a mage, yet some of the formulae which must be used aren't suitable for them at all.
For example, Drain Life I will assume to be like the old Oracle spell. This one was removed due to being able to 999 enemy units with ??? with no way to stop it. Removed for good reason.
Manipulate can only be done with the Hit_(Sp+X)% formula, which wouldn't fit a mage at all.
As for Ranger, it's pretty much Mustadio with another charm spamming ability. Musty is already unused outside of double break gimmick. However, Charge sucks balls, so I'm not too sure what to do for it. I also don't like when more than 1 class has the same ability.
- Instead of Drain Life you can just make a new attack. I made a move for a unique character that used the blood suck animation, absorbed some hp from enemy and removed positive status effects, but you had to be right next to the enemy. I think this would work.
- For Manipulate I can't really disagree with you on what to do with the formula. All I did was increase "X" in the formula to make it more accessible to a "mage" unit.
- As for Ranger/Mustadio, I removed all of Mustadio's original moves and gave him all the break skills as well as one extra ability called "Heaven's Gift" that did a random positive effect on ally, 100% of the time based on weapon range. So basically Mustadio and Ranger had totally different moves.
29) Maybe we should make undeads able to come back to life 100% of the times, making every human job/monster that doesn't has it as an innate immune to it...
I tried this before and I just want to let you know that it does work but the numbers above a "dead" undead monster don't mean a thing. They can come back to live with 3 above them or stay with 0 above them for 4 turns and then come back to life. It was pretty interesting to use.