Quote from: dck on July 23, 2020, 07:26:45 pmIt's true that sixteen different active abilities per character probably leads to some class overlap no matter how you mod them16 abilities is a lot of flexibility. More so if we think of the Blue mage. This is what I'm trying to address.
Specials like Cid, Babus, Monsters get 3 or 4 abilities, and Ezel only got 2. Whereas the generics get 8+8. Specials in vanilla FFTA are very lack luster.
So, I gave them broken abilities in the Revisited mod to compensate. For example,
---Babus got Death, Break, and Toad with Concentrate and Reflex
---Ezel is a physical Nu Mou that can Strikeback and Dual wield maces. I also gave him Blank Card.
---Cid got Stillness which stops the judge and all enemies.
I want the reduce the generics to 4+4 and make some specials/semi-generics with 8 abilities, because they cannot change classes. Ritz, Shara, and even the named-generics can now get a custom job variant. They can get the 4 generic abilities and 4 custom abilities (the 4 ability slots that I've left out).

Quote from: dck on July 23, 2020, 07:26:45 pmevery job needed to have strong tools of their own not to feel like a gimped choice compared to others.true
Quote from: Leonarth on July 23, 2020, 08:37:18 amworry about there is Hume, and that's only if you aren't using 1 bit abilitiesSo, you can get more then 0xFF abilities per race if you use 1-bit abilities?