If we get rid of the JP Cap while allowing 2 copies of abilities/equips then basically you're asking for a free-for-all which basically allows players to OP their team more than it needs to me honestly.
If people have issues with units becoming OP due to having unlimited options in abilities, then simply nerf those abilities that are allowing them to become
that good/"OP". AFAIK, many of the reaction abilities have been weeded out like abandon where it only multiplies evasion by 1.5x as opposed to 2x as well as Auto Potion so that it heals 80 HP instead of 30.
People who submitted teams haven't made any complaints about the JP Cap dictating how good a unit can be.
This isn't a matter of complaining but rather stating a very obvious prohibition that's nonsensical in every stretch of the imagination.
In fact not everyone needs to reach or exceed 3000 JP anyways because they are good enough as it is.
That's true, there are instances where you don't want to use up all your JP as the AI prioritizes skills over others and almost never uses the ones on the bottom of the list. But, the opposite's also true where a unit will "purchase" expensive R/S/M's and have no more JP to let's say buy up all the abilities in the item skillset (Holy Water, Bandage) for example.
If we only allowed only one copy of abilities/equipment then yes, no JP Cap is more than fair but other than that I disagree.
^, that rule was only put in place for S5 because it
had to be adjusted to the 1.3038 patch at the time. Here however, there's no such purpose making it a meaningless boundary.
tl;dr This patch has the freedom to do w.e. it wants to and a JP cap only cuts team creation drastically. All what I'm advocating is that after the tournament, this has to be looked at seeing as how it's meant to be balanced for 4v4 AI matches where there's no rule smacked on top of it like 1.3
needed to to differentiate it from the Player vs AI single player perspective that it was designed for.