All right, after a few hours of playtesting:
Orbonne:
As easy as always, though Agrias pulling 2 100% stops was surprising. I don't want to see what Wiegraf looks like. The clerics seem to be terrible at healing or adding status effects though, but since the enemy rangers are just as bad at adding status effects, I'm not complaining. (As a side note, you probably want to change the EVTCHR so Alicia enters as a priest sprite and not a knight sprite.)
Gariland:
I got lucky with two consecutive instances of 6% quick going off, but besides that, this was easy. The higher evasion takes a bit to get used to, but it's not too bad.
Mandalia:
As long as I have Moral Support, Algus will destroy everyone. The trainees with Two Hands and Two Swords are minor pests but because the entire enemy squad is physical, I can simply station Algus and then Ramza at the chokepoint. Despite an accidental KO of one of my units, Desperate Prayer actually worked (the second time, at least). Overall, this was a good mission and I commend the maker for putting that trainee ahead of the group so that Algus would be entrapped for a second turn. That's pretty clever.
Sweegy:
The first somewhat difficult battle. Algus' bow wreaks havoc, but everyone else is subject to the mercy of ranged monsters (because I didn't bother with training outside of the storyline battles). I noticed Algus was pulling a heavy amount of criticals; did you change the base critical rate? Delita pulled another crit...on a bomb...which then...blew up. Thankfully, only Delita died for his stupidity, but Goblins with 5 move pulling 1HKOs seems a bit harsh when I only have trainees attacking within their counterattacking range. I managed to beat the Goblin, but only after the goblin knocked out 2 trainees.
Dorter I:
Despite the reputation in FFT vanilla as being hard, this was surprisingly easy. I simply used pyromania (a very fast and nice spell) to quickly eliminate the warrior. Algus' and Delita still have the old attack unit on the roof AI, but that unit thankfully is not raining death from above. HOwever, since Algus has a longbow, their detour still worked to my advantage. Anyhow, killing their warrior was the least of my troubles; the crossbowmen quickly reduced my lead attacker to critical HP. Hiding her away in a place I thought was safe, she got struck by their bolts anyhow, though it did lure the crossbowmen in. She stayed down for the rest of the match; my only remaining weapons were Algus' attacks and pyromania, which was just barely enough to avoid a permanent loss on my part.
Sand Rats:
This is the first actually difficult mission. The main reason is that the pistoleer with blitz, who frequently pulls 1HKOs. I personally think Blitz is broken as an attack. I did notice that you tried to give us some mercy by ensuring that his first turn would be spent gunning down one of his own allies. As noted previously, I came in minimally prepared, with only two ranged units. In theory, this was an impossible match to win head on, so I exploited the AI. While using Algus' corpse (hey, at least it's better than him as "Moral Support") to block the entrance (and placing 3 units around him), I eliminated their blitz spammer, leaving the warriors stuck looking at units they could not attack. Meanwhile, Delita dueled the trainee with the fire rod, only to miss 6 consecutive strikes. Finally, with the knights dead, I deployed Ramza to clean up Delita's fight, only to find Ramza floored by Unstable Signet. That move looked broken when I first examined it, but now realizing it can only be used while critical, it's probably fair. In any case, Delita finally got a hit in to end the match.
Miluda I:
My first attempt without further training was disastrous. Spirit Strike on those mystics was lethal while only Algus could match their damage output.
Training:
When you only have mostly trainees, facing more than 1 goblin is a death sentence! Thus, the only battle I could complete was Igros to Mandalia. Discharge proved its use as a general purpose monster slayer and sleep a useful goblin incapacitator.
Miluda I (v2):
With a mystic of my own and a female stentor, this battle proved too easy. Ice Strike (which is also fairly broken) did much more than my sword and bypassed P-EV (useful against the units with Parry). The Stentor, although slow and relatively immobile, was still an able striker. Once I lured Miluda into the cluster of bodies (which functioned as a large positional barrier because of low jump) that composed the middle plank of the fort, she died in 2 shots to discharge in the rain.
Miluda II:
There's a bug that makes this mission nearly impossible. Namely, the enemy lancers with 7 PA average 231 off Harrier's Shot because the formula is actually PA * [(PA + 15) / 2] * RN{1...5}. Needless to say, that's a 1HKO and given their mobility and relatively high SPD, I could not complete this mission. I personally suggest changing that formula to (PA + 10) * RN{1...5}.
Overall:
This patch clearly has seen a lot of work. All the menus are renamed and you even changed the Zodiacs to include a chart with color. Then there's the lengthy instructions on the reward bags as well as the changes to Alazam's Intro text.
However, the mechanical balance early is heavily tilted against using any kind of status magic because it can't hit. The AI doesn't know the difference and will spam spells on their clerics like protect, despite the 27% hit chance. There's also the broken skills I named above that need to be fixed.
Monsters are fairly extreme right now. Chocobos are useless except for their 36 HP heal, but no one would be foolish enough to give a wounded chocobo a free turn. Their low HP makes them easy 1HKO targets for a whole host of attacks. The same is true of uribos, but they have 11 base SPD and can double/triple turn most units. Panthers are terrible and do virtually no damage or status. Meanwhile, Goblins deal crazy amounts of physical damage and have counter while skeletons have a strong (and instant) long-range attack and force me to focus fire (because of the annoying MP Switch + Move-MP Up) combo. However, only Goblin is actually broken because of how easily they pull 1HKOs.
There's been some talk of removing innate 2H from stentor. To be honest, it's the only good reason right now to use a main class stentor; everything else about their skills isn't worth using due to the low hit chance.