yes Spoiler tags are Nice XD
but here I will answer many of your questions:
1) Why does the knight class have higher jump than the Squire class? One would think heavy armor would impede jumping.
A) the spreadsheet will be updated periodically, and many Classes will have their stats re-worked and some may be scrapped for a new job all together keep an eye out as I update the spreadsheet, because for sake of balance and to better spread out skills and abilities.
2)I'm sure you have thought it out already, but what's the deal with the Sentinel class? I can see it being a hindrance more than anything. Low move, low mp. I'm going to assume low speed as well. Interesting idea, yeah. But I'm not sure how Well it will work. Have you tested it yet?
A) The Sentinel is basically a moveable Wall, it will have an insane Hp pool and will focus more on covering Allies and Taking hits more than Attacking, but as I look at it more and more I don't think it would work out very well so I may end up replacing it with another Class all together.
3)Purely curiosity, but why give the White Wizard's heal spells Holy Element?
A) I'm used to games like Breath of fire 3 and 4 where healing spells were Holy element and if you equipped Items that took extra damage from holy attacks or reduced damage from Holy attacks it effected your healing when you were trying to heal, so your Healing skills can deal bonus damage on Undead enemies.
4) As for the Magic Attack Up innate of the Black Wizard. How well will that fare with balanced classes? Especially early game. Early game wizards in Vanilla were already godly. That's without Magic Attack Up.
A) I'm planning on lowering the damage output on some spells when I get into the guts of the game, to help balance it out plus I may also adjust Wizards Magic growth to be a bit lower compared to the more advanced mages.
5) Are you sure about the Auto-Heal ability doing a static +50? Again, beginning of game it would be great, but would lose its luster quickly.
A) I may increase it a bit when I start testing, you are right though it will lose its effectiveness in the late game when you are looking at damage and Hp in the 300-999 Range, I May have it heal a set amount like 25% of max Hp but I'll re work it later on.
6)How large a role are you wanting returning characters like Rad, Alicia, Lavian, Agrias, Meliadoul, Ramza, and others to have?
A) I'm toying with the others joining at some point, but I also have some named generic's in mind as well to play as "Guests" or who will join you later on I'll be adding them in with the special Characters as well later on.
7) Why does the basic rod give +1 MA? Goes back to the OP Black Wizard.
A) I found Rods to be a focus for Magic, so magical items like rods should boost magic, but again I plan on nerfing the Wizard so its not OP as hell.
8) Why are there multiple equips of the same type that give the same buffs?
A) Honestly I'm gonna go through them later and try and weed out the multiples that give the same buffs, however some are mostly trying to have equality between the classes, as you saw few Knight gear give buffs to the user.
9) Are you sure about giving Ray Two Swords in his base class?
A) YES, sorry but hes one of my OC's and hes always been shown with two swords as a cross knight, I'm mostly going off the Cross knights Byuu and Palpaleos from Bahamuts Lagoon.
10) Seems like there are a plethora of equipment that raises speed.. Is a significant reason available?
A) Well at first I thought speed was one of the most overlooked stats in the game but I am planning to rework that as well.
Phew now that that's done allow me to address your comments xD
-The changes to the Archer class look fun. I can't stand Vanilla archers.
--Agreed, I hated the charge skills and I felt the Archer could have benifited more with having a more varied skillset, still tweeking it so I don't look like I'm ripping off either JOT5 or 1.3/WOTG'S mods either wich is the hardest part XD
-If I remember correctly, Galaxy Stop will not affect units with the same zodiac sign is the caster(correct my if I'm wrong about that).
--I think you are wrong on that, several times i played both Vanilla and Modded versions that had that skill available, and it hit enemies of the same Zodiac as Olain and the caster and worked, it may seem that way because of how much compatibility plays in the game.
-I too like how you portray Delita. I always assumed after some of his more heinous acts would haunt him. IT seems like the story you are working on would have him atone for past mistakes.
--Oh trust me wait till I start getting the storyline sections filled in, you may like what i have in mind
-With a 30% proc rate on toad, I think you can afford to increase the WP a bit more. Even with +2 PA, MA, and 50% wepon evade. Maybe around 4 or 5 WP?
--I have thought about it but I may change it later on.
- I like the addition of -2 MA on Blood sword and that you plan on a similar knife in game.
--I may do that, maybe make it a rarer Knife.
-I feel like there isn't enough of a difference between Sage Staff and Dreamwalker to justify using DW over SS.
SS= 9PA 25% Wep Evade
DW= 10PA 15% Wep Evade and start with sleep?
--Oh DW has the chance to put the target to sleep when hit, but yeah I may also make a change to them as well.
Monster units using equipment is an interesting idea..
Yeah, I always felt that the Humanoid monsters like Goblins and Skeletons should have equipment and a better move pool.