this isn't about you, it's about the balance of the game not hinging upon supertact rules
For most of the super tact there wasn't a JP cap. Anyone could have anything (including blade grasp and hamedo; honestly with humans in play these aren't even top-teir reactions) and skillsets were always maxed out (except banned abilities -- meteor and bahamut come to mind). So I really don't know where you're getting this notion from. There were a few side tourneys like the 2450 (I'm getting to that one) and the awesome level 7 tournament where people had like... 700 JP to mess with stuff. So, in general, the JP limit is more a recent construct that me waving my old man cane and wishing for the good old days where we lived in the dark, we were fine, and that's how we liked it. So please for the love of all that is holy STOP referring to these as Super Tact rules because you have no clue wtf you're talking about.
However, we learned
very quickly that allowing 4x of anything -- action abilities, reactions, support, movement -- was horribly detrimental to balance.
And I think everyone agrees that the 1.3 JP limit WAS NOT ceated to limit "retarded combos" that aren't strong to begin with.
It kinda was.
Let's wind the clock back some, shall we?
viewtopic.php?f=8&t=811In a
vanilla tourney, we used the number 2450. Why 2450?
- It allowed Calculators, but only the CT5 function
- It allowed samurai/ninja, but two swords/two hands were beyond the JP limit
- Bards were possible with songs, but Dancer was effectively banned with only 50 JP to spend on abilities (vanilla slow dance and nameless dance, booo)
Using 1.3 as a parellel, I ran some unlocking numbers and 3400 was the cutoff for allowing Sages' most basic spells to be learned, and once again unlocking all the other upper level job classes. The only difference is I permitted Dance but just banned nameless. I think at 3450 sages gained Toad2 and Gravi2 so I butted up against that line and took it back a hair. Why 3400 instead of 3449? Meh, clean numbers. As stated in the linked topic things were certainly a bit different in the 1.3 scheme because all abilities were cheaper but unlocking was more expensive. Either way, in 1.3, 3400
specifically prevented draw out + MAU (this is back when draw out was excellent), two swords/two hands, and damage split + shield (squires didn't have shields back then) which were some combos that would be so popular I just cut them in an effort to force more creativity on players. I looked around at the other, stronger stuff this prevented and ultimately I was "meh, ok" with that - gotta draw the line somewhere.
I'm pretty sure you were referring to not being able to max out yin-yang magic and calling it a combo, but just something I wanted to clarify - but you do bring up a good point about how the magical skillsets are - expansive and expensive.