I'm liking a bit of the stuff in the patch you're doing.. I remember a couple of text issues that I do believe were goofed by the translators. Which reminds of a few more things...
-In the Golgorand(sp?) Execution Site, Gafgarion uses Weapon Guard as his Reaction and Support abilities. There were a couple more instances where there was duplicated Reaction/Supports, but I can't place them.
-In the same battle, opening sequence, Ramza has a quirky worded sentence, something like "I are come for the princess."
-Spell blade ability "Chicken", has the wrong description (or the wrong name?) Says in the description "A Spellblade Technique that douses a unit in sticky, flammable oil." Chicken is greasy, but is it that bad it has it's own spell?
As for Deep Dungeon, I have not moved past The Switchback yet. I found Female Onion Knights with Ribbons slightly annoying, so spamming gravity when in doubt never seems like a bad option...
Also addressing only a few things in your post...
Onion Knights/Mime Skills - I thought that was intended to give them an advantage. It generally wasn't an issue through my playthroughs (I thought the mimes needed a little bit more of an edge, since there wasn't a lot of genius mime plays by the AI)
Invite - It's not a bad little buff, though it does give the option of spamming it on generics in the story or challenge fights to let them to do the dirty work for me. Haven't tried it yet in the deep dungeon over higher priority actions though.
On a few of the patch notes...
Luso's Stats- I'm interested to see which stats in particular are being buffed here. He's already a pretty solid choice in my party over generics due to his ability set.
Break Skills %- More accuracy means all the more fun with the archer! And more safeguard.
Dispose Range Reduced - Thank you good sir, that worker group in DD was a pain to try and survive with so much long-distance damage.
Gigaflare - I didn't feel it was too strong unless you clustered your team. Then again, any AoE spell is generally like that. By how much are you reducing this?
Potion Nerf - Is this to nerf auto-potion (Soulbind is generally a better option anyway), or to prevent instances where potions are healing too well in the earlier portions of the game? It's an understandable change, as seen in other patches, I'm just curious at your opinion.
On Maybes...
Disable Breeding - Would be appreciated, as generally the one monster I did capture I never needed 8 copies of.
Artemis w/ Immobilize - I'm game for this change, it would move the archers to a more support/utility role late game.
Move Magic Atk Up - This sounds like it could get a little out of hand in longer matches. Might wanna see what kinda feedback comes in before that goes into play.
And thank ya Raven for the Unit/Sprite Limit explanation! I remember reading something about a cap, but never ran into it before.
-In the Golgorand(sp?) Execution Site, Gafgarion uses Weapon Guard as his Reaction and Support abilities. There were a couple more instances where there was duplicated Reaction/Supports, but I can't place them.
-In the same battle, opening sequence, Ramza has a quirky worded sentence, something like "I are come for the princess."
-Spell blade ability "Chicken", has the wrong description (or the wrong name?) Says in the description "A Spellblade Technique that douses a unit in sticky, flammable oil." Chicken is greasy, but is it that bad it has it's own spell?
As for Deep Dungeon, I have not moved past The Switchback yet. I found Female Onion Knights with Ribbons slightly annoying, so spamming gravity when in doubt never seems like a bad option...
Also addressing only a few things in your post...
Onion Knights/Mime Skills - I thought that was intended to give them an advantage. It generally wasn't an issue through my playthroughs (I thought the mimes needed a little bit more of an edge, since there wasn't a lot of genius mime plays by the AI)
Invite - It's not a bad little buff, though it does give the option of spamming it on generics in the story or challenge fights to let them to do the dirty work for me. Haven't tried it yet in the deep dungeon over higher priority actions though.
On a few of the patch notes...
Luso's Stats- I'm interested to see which stats in particular are being buffed here. He's already a pretty solid choice in my party over generics due to his ability set.
Break Skills %- More accuracy means all the more fun with the archer! And more safeguard.
Dispose Range Reduced - Thank you good sir, that worker group in DD was a pain to try and survive with so much long-distance damage.
Gigaflare - I didn't feel it was too strong unless you clustered your team. Then again, any AoE spell is generally like that. By how much are you reducing this?
Potion Nerf - Is this to nerf auto-potion (Soulbind is generally a better option anyway), or to prevent instances where potions are healing too well in the earlier portions of the game? It's an understandable change, as seen in other patches, I'm just curious at your opinion.
On Maybes...
Disable Breeding - Would be appreciated, as generally the one monster I did capture I never needed 8 copies of.
Artemis w/ Immobilize - I'm game for this change, it would move the archers to a more support/utility role late game.
Move Magic Atk Up - This sounds like it could get a little out of hand in longer matches. Might wanna see what kinda feedback comes in before that goes into play.
And thank ya Raven for the Unit/Sprite Limit explanation! I remember reading something about a cap, but never ran into it before.