3) That could work. Axes have higher damage but less range, Flails have less damage but are ranged. This at least makes flails more useful, Axes though are still pretty much useless. Yeah, the rule about not modifying formulas is quite restrictive.
4) Seems like an easy fix to it. Statbreaks rarely ever mattered from the AI, I agree.
6) Well, the issue with move range is more so to bring the melee monsters more in line with each other. As it is, you have Behemoths and Panthers who can actually reach you. And then you have Minotaurs, Bombs, and Goblins who will never reach a class with a ranged attack. Increasing their C.Ev partially fixes this problem (eventually they will reach you because of double-turns, your chances of killing them before they even reach you is less) but the additional move would help. As for Speed, I was actually thinking about how it is fine at the start since the player lacks Speed increasing equipment and their speed is about the same as a naked human. However, once the player gets access to Green Berets, Sprint Shoes, and the Godly God of God Thief Hat. Around when the player gets access to shop bought Thief Hats (after Limberry) he'll be around lvl.50 a Cocatoris (reasonably fast monster) will have 10 Speed while a Geomancer has 8 natural, so 10 with Thief Hat. Reasonable. While if we take a Living Bone, he only has 8 natural speed so he will be considerably slower than the Geo. This is compounded by the fact that the human will also have superior HP and damage. I'd just think balancing speed such that certain monsters will be around the same speed as an equipped human would make them not only a more reasonable addition to your party as well as a more-or-less equal threat to generic human enemies. Of course, this would need testing just to see how it all fits together at the end.
7) Answered in PM
4) Seems like an easy fix to it. Statbreaks rarely ever mattered from the AI, I agree.
6) Well, the issue with move range is more so to bring the melee monsters more in line with each other. As it is, you have Behemoths and Panthers who can actually reach you. And then you have Minotaurs, Bombs, and Goblins who will never reach a class with a ranged attack. Increasing their C.Ev partially fixes this problem (eventually they will reach you because of double-turns, your chances of killing them before they even reach you is less) but the additional move would help. As for Speed, I was actually thinking about how it is fine at the start since the player lacks Speed increasing equipment and their speed is about the same as a naked human. However, once the player gets access to Green Berets, Sprint Shoes, and the Godly God of God Thief Hat. Around when the player gets access to shop bought Thief Hats (after Limberry) he'll be around lvl.50 a Cocatoris (reasonably fast monster) will have 10 Speed while a Geomancer has 8 natural, so 10 with Thief Hat. Reasonable. While if we take a Living Bone, he only has 8 natural speed so he will be considerably slower than the Geo. This is compounded by the fact that the human will also have superior HP and damage. I'd just think balancing speed such that certain monsters will be around the same speed as an equipped human would make them not only a more reasonable addition to your party as well as a more-or-less equal threat to generic human enemies. Of course, this would need testing just to see how it all fits together at the end.
7) Answered in PM