How can it be attractive if physical attack damage is now governed by Fury? Besides the improved Move-Find-Item (if you're keeping that at all,) I don't see any benefit or reason not to try and have as much Fury as possible.
The damage you /receive/ is governed by your Fury as much as the enemy's, just like magic with Faith/Will. If you're running a unit that doesn't use magic... you'll probably run 40 on that unit to receive less damage. If your unit is magic-reliant, they'll probably want 40 Fury so they don't get killed by a stray sword to the elbow. Obviously, Fury a bit out of balance since a mage that uses Attack properly is not only possible, but common if you want it, but that still comes at the risk of easier death.
Doesn't this remove strategy? Precisely managing the speed of your unit's next turn in relation to everyone else's is one of the things that separate novices from veteran at playing the game. Resetting everyone's CT to 00 (I'm guessing that it also means getting rid of "spill-over CT"?) means that barring CT tricks a couple of jobs have, the AT list of turns will be unchanged for the whole battle, taking away both strategic manipulation of CT and unpredictability from it.
Spillover CT will still exist. I mean, you don't get a "bonus" by not doing something. If you notice, weapons and skills meant to dock CT are actually really common (almost every Ice weapon/skill manipulates CT in increments of 15, a number no SPD value can relate to properly, closest is 8 SPD with hitting 16s, and there are others beyond those), and Slow / Haste are a bit more common as well. The purpose is the put the player on the AI's level in terms of tools due to its Movement tendencies. One of the big purposes here is to keep the player and AI even - no tricks to make the AI have cheaty-tools, no exploits for the player. You're stuck on the AI's level and it wants to kill you.
I'm not sure I understand what you mean by removing "parity". Do you mean that there are no longer elements that are weaker/stronger against certain others? If so, what use would there be for elements' existence at all?
I mean things like how Wizard's Fire/Bolt/Ice Spells are palette-swaps of each other, as are the Ninja's Fire Ball / Water Ball / Lightning Ball, etc. There are no set of skills or weapons where they do exactly the same thing outside of element, with every element having a rough strength in terms of DPS and a unique secondary and sometimes even tertiary effect associated with them. (For example, Fire does fucktons of damage, Lightning does less but is unevadable, fast, cheap, etc.)
Also, what's your reasoning for the elimination of Weapon stealing/shattering?
The "Fist" formula in Redesign is abysmally weak (PA*3), which is a large part of why Monks get Gauntlets. That, and it's to prevent cheesing bosses by just breaking their weapon and denying their skills, which is especially crippling with the aforementioned Fist formula.
I'm very interested about how will you implement Blue Mages, a class I also intend to have. Will they learn the Monster Skill 100% of times when they're hit by it? It's there a limit of Skills they can learn? Should they have MP costs for human users? (I can think of some really powerful skills that would be brutal if simply spammed over and over without restriction of any kind. Also, a small suggestion for a Reaction Ability: "Counter Monster Skill", a sort of Counter Magic but that only applies to monster skills.
They'll have MP costs whether monster or human, hence why every Monster I posted has Move-MP UP innately. I've got to redo a lot of my monster related stuff and a bunch of numbers in general after noticing a serious error I made, though, hence why I stopped updating this for now. I've already got a nice idea of what Blue Mage's spellbook will be... and honestly? I'm not telling. Discovery will be half the fun with him. It's a pretty cruel and devious set of skills, though. Blue Magic skills will all be covered under Double Magic, though.