What we ended-up covering today:
SQUIRE - Defend: When activated, grants Defend to entire team. 200 JP cost?
PALADIN - 5% C-Ev; gain flails, but lose katana.
MONK - 1 less PA.
PRIEST - 4 base Move.
WIZARD - Access to knives?
TIME MAGE - Access to shields (if battlemages are not introduced)?
SUMMONER - base MP boost of 20-40 OR Scholar’s base PA and access to swords?
THIEF - HP lowered; Quickness: removed; Steal Heart: 40-45%; Bad Luck --> "Roulette": Random Dead - Reraise - Haste?; Gil Toss --> Pseudo Cover Fire 4 range, 0 AoE; Weapon Break —> “Steal Weapon”: PA+35% chance, evadable?, 300JP.
MEDIATOR - Stall: JP corrected in master guide; new skill that adds Reflect; Mimic Daravon: vertical lowered to 1; Monster Talk: Increases Talk Skill success rate by 5%~; Refute: ignores Finger Guard.
ORACLE - Blind: Smart-targeting 0 CT; Spell Absorb: 0 CT; Life Drain: 0 CT; new --> Pray Faith and Doubt Faith, 1 AoE, MA+60 and MA+65% chance to land; Petrify: 5 CT?
GEOMANCER - Base stats: 10 PA/8 MA and 8 PA/10 MA; non-elemental skills become PA+4.
LANCER - Jump skills use Jump instead of Speed, with their base Speed becoming 9 and base Jump becoming 4.
SAMURAI - Gaining spears/bows?; Koutetsu: Lower vertical by 1?; Bizen Boat: Lower vertical by 1 and MA7 OR 1 AoE range OR triggers MP Restore; Murasame: MA*8 AND Regen (if Murasame loses Regen) OR 1 AoE range OR 1 lower vertical range OR MA*9; Heaven's Cloud: smart-targeting OR 3 AoE range and losing its Slow proc OR adopting Asura's formula; Muramasa: MA*8 and/or 33% chance to proc Death Sentence?; Masamune: Lose Regen, become 1 AoE and affecting caster?; Meartbone Slash: 100 JP?; Two Hands: 350 JP?
Also Squires possibly dropping Flails instead of Books for Poles
Since Prismatic Rod covers all of the elemental Flails and they have access to Poison Rod, which makes Scorpion Tail obsolete