Doggedly sticking to broken strategies then thinking things are too easy. That's the only "bad" gameplay habit I can see concerning FFT. Of course people can play how they like and whatnot, but I feel a large part of FFT's appeal is variety in viable options and customization; if that's not appealing to someone, and they want high challenge without any self imposed restrictions, perhaps other games would suit their taste more.
I dunno about specific values, but I would put reviving ally above killing enemy. Maybe those can be weighted differently based on the current ratio of enemies:allies, too (more enemies meaning reviving more valuable and killing less).
As a big fan of the original translation, the biggest thing I disliked I'm certain you're already changing: the mix up of "breath" and "bracelet". An assassin using "stop bracelet" was just confusing.
Another thing I'd like to point out are the spell quotes. The original translation of them was very literal, and given the flowery and esoteric nature of them in japanese, this often ended up weird (if occasionally oddly poignant). It's the one part of the game where the language really ought to be embellished in something akin to wotl style.
I know guard+abadon works just fine. In fact I'm pretty sure they work with blade grasp too. Weapon Guard and Abandon are essentially passive support abilities (that merely modify your stats), while blade grasp is more of an actual reaction ability.
In the base game, it takes innates and literally copy/pastes them into the reaction slot, overwriting it. They did this entirely become of monsters (reactions in the passive slots do NOT show up in-battle along with predicted damage and success rates, only reactions in the reaction slot do). Monsters counter a lot (higher than their brave would imply) because they have two counters equipped.
There are some hacks higher in this thread that will remove the copy/pasting, though it'll have the downside of monster counters not show in battle as their reaction.
I don't think the site admins would want a link posted here. Try google.
I never actually gave the game a whirl since everything I read about it seemed to chop out the things I liked about M2 (like the jaunty main theme) and add in all the things I disliked from other metroid games (like bosses).
I may give it a whirl. I actually very recently (like, two weeks ago) played and beat Metroid 2 for the first time, and was very, very impressed. I didn't think I'd enjoy an action platformer whatever you call it as much as I did. I was surprised how atmospheric a gameboy game could be.
Strangely I'm not much of a fan of any of the other metroid games though.
I used to like Yahtzee, but then I got the feeling he wasn't quite as facetious as I first imagined, and that kinda soured the whole thing. His personality is one that's funny if it's fake but really unpleasant if not.
Max meeting his long lost mother. He turns into a whiny crybaby, forces his mother to apologize for nothing, and then gets comforted by everyone for no reason. Much of the game was building up toward him finding her, and THIS is what happens? The game's story was mostly trash anyway but it stuck out to me as particularly bad.
Even if you could extend the number, there's a hard limit of 9 spritesheets per battle. This limit is pretty insurmountable without completely redoing how the game draws sprites. As such, if you successfully extended the number of player controlled units to 6, this would limit the number of different types of enemies to 3. That might be too few to be worth it.
Bard and Dancer use unique data tables though were originally mutually exclusive by gender, correct? Would it be possible to make them use the same table (and again make them mutually exclusive), thus opening up a new job slot without any otherwise noticeable changes from vanilla? I'm guessing job requirements would get in the way, though.