So I'm probably a bit halfway through clearing quests/being ready for the final tower, though just one chapter away from the final story chapter vs Illua and this is my main setup in this mod
1) Luso
Keeper
Seer
Bonecrusher
Geomancer
He went from being an OP 300 damage plus statuses elemental melee unit in Vanilla to an OP 700 damage elemental caster unit, Doublecast Mist Charge/Recharge on first turn, next turn he has 70ishMP ready for doublecasting Flare Star, Aero, Darkga, Water or Cura. Plus can Raise and Esuna if needed. Early game he was my Thief making sure to Loot until Adelle joins and takes that over and begins to make the full transition to caster. Seer is really the way to go with Luso in this mod.
2) Adelle
Heritor
Thief
Strike Back
Dual Wield
Not much change from vanilla, except Thief is actually useful in this mod, always Vanish for Evade bonus at start of battle then go on to wreck hell with dual attacks, Lennart or Wermut from afar if needed though she rarely has a need to do ranged attacks.
3) Hurdy
Juggler
Bard
Critical: Vanish
Ribbon-bearer
Not much change from vanilla either, the MP Battery and Smile support Hurdy is still just as viable. Moogles are alright early, once you get Air Render they're decent frontliners with 100% wool but lack of good damage modifier passives and lower stats than Bangaas makes them fall off. Once they get outclasses by Humes and Bangaas at meele units there's not much reason to use one until you get Hurdy. You can transform it into a Fusilier but won't make much impact.
4) Viera
Red Mage
Elementalist
Reflex
Turbo MP
Or
Viera
Red Mage
Summoner
Reflex
Halve MP
I change this unit depending on what laws are there or if I feel I need more support or more damage, likely the latter. With Doublecast gone the main thing for Vieras to keep up with Luso is Turbo MP, it turns Red Magic and Elemental Magic into -Aga strength spells plus extra sting from Rapier attack when paired with Magick Frenzy. I don't use Assassin for this because their abilities turn crazy expensive with Turbo MP, whereas Elementalists provide every element save Holy.
Without Blood Price there isn't much point in using Assassin either I think, maybe a melee status condition unit paired with Spell Blade but Elementalist with MP Turbo does that much better, ranged and will most likely inflict the better status condition of them all instead: Death from 0 HP.
edit: I forgot about Last Breath, you can make a murder machine like vanilla with Halve MP, use Vanish then have a 90% acc killing unit. You can compliment with Archer.
Another cool unit that didn't make it to my final team could be Fencer with Turbo, makes puny vanilla Swamstrike into a 300 damage nuke for just 8 MP.
5) Hume
Paravir
Paladin
Bonecrusher
Geomancy
The classic OP Paravir, I gave this to Frimelda and turned her into a holy damage tank.
6) Nu Mou
Alchemist
Time Mage
Evade Magick
Item Lore
OR
Bangaa
Cannonry
Sacred Blade
Magick Counter
Tank
This one I'll change depending on mood, its role is to essentially give an Ether to the Viera and then give Haste to the rest of the team or support with some damage.
Because Attack↑ and Pugilist don't seem to work I've found melee unit Bangaas pretty underwhelming, Cid has been benched for most of the game, I haven't gotten the armor for Unscarred to see if that one is any good. Was only doing decent damage during the mid-game with Bishop's Aero and Water but now I find better use in support with a Cannoneer. Just like vanilla, Grias and fatties join pretty late, by the time my party is 15 levels higher so I don't feel much desire to level one up to be able to see if this mod has made them any cool or worthwhile to use outside dispatching.
1) Luso
Keeper
Seer
Bonecrusher
Geomancer
He went from being an OP 300 damage plus statuses elemental melee unit in Vanilla to an OP 700 damage elemental caster unit, Doublecast Mist Charge/Recharge on first turn, next turn he has 70ishMP ready for doublecasting Flare Star, Aero, Darkga, Water or Cura. Plus can Raise and Esuna if needed. Early game he was my Thief making sure to Loot until Adelle joins and takes that over and begins to make the full transition to caster. Seer is really the way to go with Luso in this mod.
2) Adelle
Heritor
Thief
Strike Back
Dual Wield
Not much change from vanilla, except Thief is actually useful in this mod, always Vanish for Evade bonus at start of battle then go on to wreck hell with dual attacks, Lennart or Wermut from afar if needed though she rarely has a need to do ranged attacks.
3) Hurdy
Juggler
Bard
Critical: Vanish
Ribbon-bearer
Not much change from vanilla either, the MP Battery and Smile support Hurdy is still just as viable. Moogles are alright early, once you get Air Render they're decent frontliners with 100% wool but lack of good damage modifier passives and lower stats than Bangaas makes them fall off. Once they get outclasses by Humes and Bangaas at meele units there's not much reason to use one until you get Hurdy. You can transform it into a Fusilier but won't make much impact.
4) Viera
Red Mage
Elementalist
Reflex
Turbo MP
Or
Viera
Red Mage
Summoner
Reflex
Halve MP
I change this unit depending on what laws are there or if I feel I need more support or more damage, likely the latter. With Doublecast gone the main thing for Vieras to keep up with Luso is Turbo MP, it turns Red Magic and Elemental Magic into -Aga strength spells plus extra sting from Rapier attack when paired with Magick Frenzy. I don't use Assassin for this because their abilities turn crazy expensive with Turbo MP, whereas Elementalists provide every element save Holy.
Without Blood Price there isn't much point in using Assassin either I think, maybe a melee status condition unit paired with Spell Blade but Elementalist with MP Turbo does that much better, ranged and will most likely inflict the better status condition of them all instead: Death from 0 HP.
edit: I forgot about Last Breath, you can make a murder machine like vanilla with Halve MP, use Vanish then have a 90% acc killing unit. You can compliment with Archer.
Another cool unit that didn't make it to my final team could be Fencer with Turbo, makes puny vanilla Swamstrike into a 300 damage nuke for just 8 MP.
5) Hume
Paravir
Paladin
Bonecrusher
Geomancy
The classic OP Paravir, I gave this to Frimelda and turned her into a holy damage tank.
6) Nu Mou
Alchemist
Time Mage
Evade Magick
Item Lore
OR
Bangaa
Cannonry
Sacred Blade
Magick Counter
Tank
This one I'll change depending on mood, its role is to essentially give an Ether to the Viera and then give Haste to the rest of the team or support with some damage.
Because Attack↑ and Pugilist don't seem to work I've found melee unit Bangaas pretty underwhelming, Cid has been benched for most of the game, I haven't gotten the armor for Unscarred to see if that one is any good. Was only doing decent damage during the mid-game with Bishop's Aero and Water but now I find better use in support with a Cannoneer. Just like vanilla, Grias and fatties join pretty late, by the time my party is 15 levels higher so I don't feel much desire to level one up to be able to see if this mod has made them any cool or worthwhile to use outside dispatching.