Edit: So I made the changes suggested (Reactive Guard for Cid and Mimesis for Cloud), and space-wise it was within bytes of being too much. Maybe that's a sign.
So the way they'll work is:
-) When Cid is in the front row and he takes damage, he gains Barrier. If he's in the back row, he gains MBarrier.
-) After a story point, Cloud will gain +25 to Strength or Magic based on the last player command used. If Attack/Limit/Deathblow, etc. are used then he gains Strength. If it was Magic, etc. then he gains Magic. He can't have both boosts at the same time.
One thing forgot to mention for Red, the total boost he can get now is +50 instead of +30; that change was made when 1.4 first released I think.
I actually like this alot ( in regards to the limitations ofc).
Cid being a dmg dealer already has the dmg needed from weapons and stats, thus giving him barrier when he needs to be in the front row makes it perfect for safe dmg dealing, and Mbarrier when u want to build him as a tank! Just one thought, does barrier go through Resists if its applied before Cid gets hit?
As for Cloud it might work really well, since he could be amplify whatever strat you are using. Alot of casters? Well he gets stronger cause of it, alot of physical? Same there. And if it changes depending on previous action, order of commands make a bigger difference for achieving better results.
Also kinda fits with the story a bit, he "identifies" himself with other people , thus gaining "their" benefits. So anyway well done Sega, I (atleast) am satisfied with the innates atm
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Edit: When i think about it, this innate (Clouds new one) might need slight buff if its possible to add more stats being affected. Since adding more then 25 Str/Mag might make it to strong when it comes to pure dmg, adding 25 Str and Vit when physical command is used and 25 Mag and Spr for magics might make it quite good in terms of balance but not pushing any aspect to much in one direction.
Ofc only if its possible to add more lines for the stat gains in the code. Just a thought.