Oh, good. I dont't have to wait for someone else to postlike I thought I would have. I hate double posting, so I was going to wait until otherwise to report in.
So far, I've logged in about an hour and a half in your patch, Lydyn--ePSXe says otherwise, though, since I have it sped it up to high hell AND frame-skipping. The patch is...interesting, though I haven't even gotten past Mandalia Plains since I was trying to get Gained JP UP and Move +1 AND Zougeiro Mage.
Speaking of Zougeiro Mage, I think that's my only major gripe with the patch so far: not being able to heal (outside of suicidal Wish) until you get Zougeiro Mage, which you won't have for at least the first two battles. Hell, I almost lost at Mandalia, twice, because Ramza has died and then almost crystallized twice. You might want to switch out all Items from the first Chapter, especially since Alchemist is the last obtainable class, and move all Mantles up so that you don't get Rushed to death, especially from behind.
My opinion on Rush is somewhat ambivalent: It's rather useful, but perhaps it's too useful for Squires, at least so early on. I mean, with Best compatibility, I'm pretty sure you can OHKO (and get OHKO'd by) the computer with Rush at Magic Gariland City, which means you're forced to pretty much have someone crystallize since you can't raise anyone until after Igros. (It's pretty difficult to slow down the battle when no one has any means of healing [without damaging themselves].)
Rush working with distance weapons like Crossbow also kind of weirds me out because, to paraphase Skip Sandwich, crossbows shouldn't gain more power by having their trigger hit really hard. (Longbows, yeah, but Guns and Crossbows, no.)
With regards to other "Basic Skill" (I'm also kind of annoyed at having to keep thread open to know what I'm actually using, but that's relatively minor), we talked about the Throw Stone already, though it seems like you boosted the damage anyway in the way that LastingDawn did. (Or at least I seem to be doing more damage than I remember ever doing with Throw Stone early on barring Accumulate BS.)
I would also like to mention that it seems rather pointless to make Heal have the Water Element when there's no way for it to be strengthened--at least, I'm assuming it's still 100% because I haven't had to use so far. Maybe you could make it so that it actually heals a bit too since that would help mitigate getting rushed down (horrible double pun not intended) while not allowing you to be as careless as items sometimes allow.
Outside of that, I haven't really done anything with the other classes yet.
However, I did notice, when I opened your patch with FFTPatcher see if the names have changed, that for Holy Wind and Holy Fire, you kept the AI Behavior as Target Allies and Learn on Hit, which I don't think you would want (or at least I assume you don't want since both do damage and both of those behaviors are left over from when they were Protect 2 and Shell 2).
I think that's it for now, outside me asking what I probably should have asked already: When do Lich monsters start showing up if I may know?
(P.S. With regards to Magic Gariland City Academy scene, the male Chemist-made-Squire changes back when turning his head to face Delita. The female Chemist looks like hodgepodge between female Chemist and male Samurai until she turns to move, which is when she transforms into her "appropriate" new sprite.
Also, now that I remembered it, you might want to get rid of Weapon Guard if everyone seems to have it Innate already. Defend would be a good replacement if you didn't mind moving it down.)
So far, I've logged in about an hour and a half in your patch, Lydyn--ePSXe says otherwise, though, since I have it sped it up to high hell AND frame-skipping. The patch is...interesting, though I haven't even gotten past Mandalia Plains since I was trying to get Gained JP UP and Move +1 AND Zougeiro Mage.
Speaking of Zougeiro Mage, I think that's my only major gripe with the patch so far: not being able to heal (outside of suicidal Wish) until you get Zougeiro Mage, which you won't have for at least the first two battles. Hell, I almost lost at Mandalia, twice, because Ramza has died and then almost crystallized twice. You might want to switch out all Items from the first Chapter, especially since Alchemist is the last obtainable class, and move all Mantles up so that you don't get Rushed to death, especially from behind.
My opinion on Rush is somewhat ambivalent: It's rather useful, but perhaps it's too useful for Squires, at least so early on. I mean, with Best compatibility, I'm pretty sure you can OHKO (and get OHKO'd by) the computer with Rush at Magic Gariland City, which means you're forced to pretty much have someone crystallize since you can't raise anyone until after Igros. (It's pretty difficult to slow down the battle when no one has any means of healing [without damaging themselves].)
Rush working with distance weapons like Crossbow also kind of weirds me out because, to paraphase Skip Sandwich, crossbows shouldn't gain more power by having their trigger hit really hard. (Longbows, yeah, but Guns and Crossbows, no.)
With regards to other "Basic Skill" (I'm also kind of annoyed at having to keep thread open to know what I'm actually using, but that's relatively minor), we talked about the Throw Stone already, though it seems like you boosted the damage anyway in the way that LastingDawn did. (Or at least I seem to be doing more damage than I remember ever doing with Throw Stone early on barring Accumulate BS.)
I would also like to mention that it seems rather pointless to make Heal have the Water Element when there's no way for it to be strengthened--at least, I'm assuming it's still 100% because I haven't had to use so far. Maybe you could make it so that it actually heals a bit too since that would help mitigate getting rushed down (horrible double pun not intended) while not allowing you to be as careless as items sometimes allow.
Outside of that, I haven't really done anything with the other classes yet.
However, I did notice, when I opened your patch with FFTPatcher see if the names have changed, that for Holy Wind and Holy Fire, you kept the AI Behavior as Target Allies and Learn on Hit, which I don't think you would want (or at least I assume you don't want since both do damage and both of those behaviors are left over from when they were Protect 2 and Shell 2).
I think that's it for now, outside me asking what I probably should have asked already: When do Lich monsters start showing up if I may know?
(P.S. With regards to Magic Gariland City Academy scene, the male Chemist-made-Squire changes back when turning his head to face Delita. The female Chemist looks like hodgepodge between female Chemist and male Samurai until she turns to move, which is when she transforms into her "appropriate" new sprite.
Also, now that I remembered it, you might want to get rid of Weapon Guard if everyone seems to have it Innate already. Defend would be a good replacement if you didn't mind moving it down.)