Most changes sound reasonable to me.
Summoner
Change: All spells CT > 4 take M-EV.
Summons on the whole are going to need a little shuffling around to keep the skill set balanced in this case. Here are a few suggestions:
Leviathan: Dmg_F(MA*8), water elemental, 10% +Frog, 20 MP, 5 CT
Salamander: Dmg_F(MA*8), fire elemental, 30% +Poison, 20 MP, 5 CT
Titan: Dmg_F(MA*9), earth elemental, 20% +Don't Move, 20 MP, 5 CT
Silf: Dmg_F(MA*8), wind elemental, 20% +Don't Act, 25 MP, 3 CT
Add: Warpath (+3 Fury at end of the turn if moved, 300 JP)
Add: Holy March (+3 Faith at end of the turn if moved, 300 JP)
You sure about these? I can't refuse new movement ideas, given how there are so few, but +3 seems a little high. Faith UP and Brave UP will look terribly expensive by comparison.
Also, how does a movement skill that adds +5 CT for, say, 500 JP sound?
Dead:
Cancel Oil
I propose we add "Cancel: Frog" to this list.
Finally, what do people think about giving male mage classes a significant HP boost? They are currently eclipsed by their female counterparts in terms of MA, and their extra PA is of little practical use. They also have extra HP, but not enough to tempt people away from the females. A boost of 10~20 HP might do the trick. Pushing their HP past that of melee classes is not a problem, as they still won't have armour, shields, nor destructive power of these melee classes. This would help differentiate the males from the females. The males can be used as tanky support/status units, and the females can remain as glass cannons.