Several of these bugs have more to do with misrepresentations in online help than with game mechanics, though I found a few screw-balls. The Master Guide ought to get updated, once Uni starts treating Dome nice (or he can get someone else to do it).
Zalbag's Arts of War:
Sometimes the animation for this power will go super fast in bursts, especially when using non-traditional weapons with it.
Speed Ruin's Success rate is independent of Direct Evasion, unlike Power, Mind, and Magic Ruin, perhaps because it inflicts a status effect according to a magic calculation rather than a physical one. It means it's easier to cast Slow than to cast other ruin abilities, perpetuating a bias in the AI; if your character has heavy direct evasion but no Slow Immunity, that character gets hammered with Speed Ruin. Was this deliberate?
Occasional Speedy animation when delivering a Ruin technique, usually with a weapon for which the original was never truly designed. Nothing game-breaking--just goofy when it occurs.
Destroy Sword's Ruin Techniques trigger Counter Magic. Counter Magic affects a boatload of almost anything with an MP cost these days. It was fun and even productive at times, but I'm unsure if this was intentional or just came with the package from which it was derived.
Zero Vertical Tolerance Policy (and other online help goofs):
Attack with spinning fists; Range: Auto, Effect 3V1 Air. The revised Online Help lies. Spin Fist/Cyclone retains its old zero vertical tolerance and not 1. Ditto Repeating/Pummel and Secret/Doom Fist.
Chakra's range is similar to that of the Item command when used one panel away; it has no vertical tolerance because it accepts any vertical. It's exploitable as it is with the Item Command. Same with Stigma Magic. Other than reviving or curing undead curses, Punch Art as a command remains superior to the Chemist's Item Command and it's cheaper.
The White Magic Regen Spell's Online Help says R3E2V0. The Vertical Tolerance is actually 1, like the changes made to Protect and Shell.
Edited Monster Techniques based on existing Class abilities do not display their information properly. Case in point: Goblin Punch is claimed to have Range 2 Vertical 2, but is actually Range 2 Vertical 3, which affects your strategic positioning. After studying online help, I entered Araguay Woods and positioned characters so one could be out of range and concentrate on healing and defense. It backfired--the character got wiped out upon their approach--and I lost control of the match. Pitched the controller at the monitor. (I won that fight eventually, and sailed through the rest of Chapter II without further incident. Go figure.)
Secret/Doom Fist no longer deals Death Sentence as stated. Instead, it cancels the enemy's positive status effects. A Dispel with miserable range? Either that was an attempt to further "Balance" the Monk or it is a glitch on par of remedies curing everything and inflicting Undead and Poison.
The Squire's Online Help for Cheer Up claims its Range has vertical 3. It does not; the original was Range 3 Effect 1, meaning Ramza could be at the bottom of a cliff and still be heart. Also, Cheer Up used on oneself begins to out-class a standard potion very quickly, thanks to working immediately upon casting, unlike the magic version that is cast while out of turn.
Finally, according to the Master Guide, Steal is not countered by anything, which would put thieves at a major advantage. However, theft can be countered, or counter-flooded, since it is considered a direct attack at some level where direct evasion is involved.
Graphical Bugs/Glitches:
The new Pounce technique of the Coeurl series of panther monsters is interesting. Watch them sail straight over one of the tall pines of Bariaus Valley for a few good WTF giggles. It's too bad the ability cannot be scripted to take line of sight into consideration, so obstructions limit the ability's range. Still a nifty technique; throws my party into morbid fear when the kitties show up in crowds.
Boco's online help claims he has Move in Water, Any Ground and Any Weather, but Boco cannot act in Water Depth 2, gets stuck, and animation stops (yes, stops, including ripple effects; Chocobos were never intended to be unable to act in Depth 2 Water). I happened upon this first in Zirekile Falls while moving beneath the small bridge to prevent one of the Lancers from trying to jump my healer. Instead, I fell in the drink and lost initiative. Was this intended? Might be better off with a traditional Chocobo if that is the case!
Two instances where Knights were replaced with Monks in Chapter Two; in both instances, the event script claimed they were different classes, such as using titles like "Fencer" and "Lionel Knight". It's because the game-play is changed from the original, while the original story event scripts are untouched. That's not game-killing, but it is a presentation issue, and thus the game looks like a hack.
Deliberate or not, when Frogs or Berserk characters attack, they use the Marlboro's Tentacle attack, incurring damage and possible Slow. Either this is a bug or this is how Berserk and Frog/Toad are supposed to work in this version. I'm guessing Berserk characters are supposed to use their weapon attacks, though. That would make boatloads of sense.
Wincing at the AI:
This is just a nag, but since every human target has Move~Find Item, they could be walking along and then they take an Elixir out of the ground. It's just annoying when this happens, because their battle scripting pegs them to moving to specific places and they'll just do it all over again after a soft reset.
Those are the bugs & errors I've found so far.
Zalbag's Arts of War:
Sometimes the animation for this power will go super fast in bursts, especially when using non-traditional weapons with it.
Speed Ruin's Success rate is independent of Direct Evasion, unlike Power, Mind, and Magic Ruin, perhaps because it inflicts a status effect according to a magic calculation rather than a physical one. It means it's easier to cast Slow than to cast other ruin abilities, perpetuating a bias in the AI; if your character has heavy direct evasion but no Slow Immunity, that character gets hammered with Speed Ruin. Was this deliberate?
Occasional Speedy animation when delivering a Ruin technique, usually with a weapon for which the original was never truly designed. Nothing game-breaking--just goofy when it occurs.
Destroy Sword's Ruin Techniques trigger Counter Magic. Counter Magic affects a boatload of almost anything with an MP cost these days. It was fun and even productive at times, but I'm unsure if this was intentional or just came with the package from which it was derived.
Zero Vertical Tolerance Policy (and other online help goofs):
Attack with spinning fists; Range: Auto, Effect 3V1 Air. The revised Online Help lies. Spin Fist/Cyclone retains its old zero vertical tolerance and not 1. Ditto Repeating/Pummel and Secret/Doom Fist.
Chakra's range is similar to that of the Item command when used one panel away; it has no vertical tolerance because it accepts any vertical. It's exploitable as it is with the Item Command. Same with Stigma Magic. Other than reviving or curing undead curses, Punch Art as a command remains superior to the Chemist's Item Command and it's cheaper.
The White Magic Regen Spell's Online Help says R3E2V0. The Vertical Tolerance is actually 1, like the changes made to Protect and Shell.
Edited Monster Techniques based on existing Class abilities do not display their information properly. Case in point: Goblin Punch is claimed to have Range 2 Vertical 2, but is actually Range 2 Vertical 3, which affects your strategic positioning. After studying online help, I entered Araguay Woods and positioned characters so one could be out of range and concentrate on healing and defense. It backfired--the character got wiped out upon their approach--and I lost control of the match. Pitched the controller at the monitor. (I won that fight eventually, and sailed through the rest of Chapter II without further incident. Go figure.)
Secret/Doom Fist no longer deals Death Sentence as stated. Instead, it cancels the enemy's positive status effects. A Dispel with miserable range? Either that was an attempt to further "Balance" the Monk or it is a glitch on par of remedies curing everything and inflicting Undead and Poison.
The Squire's Online Help for Cheer Up claims its Range has vertical 3. It does not; the original was Range 3 Effect 1, meaning Ramza could be at the bottom of a cliff and still be heart. Also, Cheer Up used on oneself begins to out-class a standard potion very quickly, thanks to working immediately upon casting, unlike the magic version that is cast while out of turn.
Finally, according to the Master Guide, Steal is not countered by anything, which would put thieves at a major advantage. However, theft can be countered, or counter-flooded, since it is considered a direct attack at some level where direct evasion is involved.
Graphical Bugs/Glitches:
The new Pounce technique of the Coeurl series of panther monsters is interesting. Watch them sail straight over one of the tall pines of Bariaus Valley for a few good WTF giggles. It's too bad the ability cannot be scripted to take line of sight into consideration, so obstructions limit the ability's range. Still a nifty technique; throws my party into morbid fear when the kitties show up in crowds.
Boco's online help claims he has Move in Water, Any Ground and Any Weather, but Boco cannot act in Water Depth 2, gets stuck, and animation stops (yes, stops, including ripple effects; Chocobos were never intended to be unable to act in Depth 2 Water). I happened upon this first in Zirekile Falls while moving beneath the small bridge to prevent one of the Lancers from trying to jump my healer. Instead, I fell in the drink and lost initiative. Was this intended? Might be better off with a traditional Chocobo if that is the case!
Two instances where Knights were replaced with Monks in Chapter Two; in both instances, the event script claimed they were different classes, such as using titles like "Fencer" and "Lionel Knight". It's because the game-play is changed from the original, while the original story event scripts are untouched. That's not game-killing, but it is a presentation issue, and thus the game looks like a hack.
Deliberate or not, when Frogs or Berserk characters attack, they use the Marlboro's Tentacle attack, incurring damage and possible Slow. Either this is a bug or this is how Berserk and Frog/Toad are supposed to work in this version. I'm guessing Berserk characters are supposed to use their weapon attacks, though. That would make boatloads of sense.
Wincing at the AI:
This is just a nag, but since every human target has Move~Find Item, they could be walking along and then they take an Elixir out of the ground. It's just annoying when this happens, because their battle scripting pegs them to moving to specific places and they'll just do it all over again after a soft reset.
Those are the bugs & errors I've found so far.