(Looks like I spent so long typing this that Bowser beat me to it :I)
Hi bud, glad you enjoyed the mod but apologies for causing some confusion during your playthrough. I did have a ReadMe at one point documenting some of the changes so people could pin-point the new locations for things faster but it wasn't very concise and it's likely out of date now (assuming it's still up, I think I took it down). Thing is, I can't update it properly until 1.3 of the mod is out as I'll be making lots of tweaks. That's currently in the works, but I still need time to finalise the update.
[Enemy Skills]
Beta, Aqualung, and Trine were a serious problem in that they're much stronger than Fire2, Ice2, etc. but can be obtained before or round about the time when these spells become available. To counter that without altering these Skills too much, I moved them to new enemies located in places where I felt they'd be most useful to give the player a boost to their magic arsenal while they work toward Fire3, etc.
Aqualung is with an enemy called Garuda on Da Chao, an area inside Wutai. These guys will use Aqualung after 4-5 of their turns have elapsed (make sure to have protection like Reflect, a Typhoon Ring, or MBarrier just in case).
Trine is supposed to be available from a new enemy called Thundercracker on Mt. Nibel (the path areas), but it looks like I've made a mistake and it doesn't currently use this Skill. This'll be fixed for 1.3.
Big Guard should be learned as normal, though. I'll have to investigate that one, sounds like a bug or an oversight on my part.
[Missing Materia]
First off, the enemies in the mod weren't specced with either Sadness or back-row strategies in mind; story bosses were tested while using Barrier and MBarrier. The idea was that the defensive set-ups usually adopted for hard-type mods wouldn't be necessary here, so that players could get inventive and try out different things. That being said, small tweaks may have knocked this out of balance a bit; I'm currently midway through a test-play of 1.3 to address any issues that have popped up due to these tweaks and further refine enemy strength, etc.
As for the missing Materia, most of these are all won from the Extra Battle in Battle Square. On Disc 2, when Cloud re-joins the party, two new NPCs will appear in the Gold Saucer's Battle Square. One of these NPCs (a male Gold Saucer attendant) has a menu of ten new bosses to fight, while the other (a security man in a navy uniform) gives the player Materia rewards depending on which of these bosses have been beaten:
Page 1
Barbariccia GT: Added Cut
Bomb King: Full Cure
Gil Turtle: Contain
Variablis: Shield
Love Buster: Ultima
Page 2
Mystery Tank: W-Summon
Abyss: W-Magic
Nyctalopian Dragon: Double-Cut
Tyrant: Command Counter
: W-Item
Final Attack is still won through the Special Battle, accessed through regular Battle Square. Special Battle becomes available when the player has reached the bottom of North Cave and returned (this sets the Game Moment to 1998, which I've used as a trigger to unlock certain end-game stuff). The attendant should trigger some dialogue about the Special Battle when you talk to her, and from then on you'll have the option to participate in Regular Battle or Special Battle. Note that it costs 10GP to fight in Special Battle.
Long Range, HP Plus, Speed Plus, Magic Plus, and Luck Plus are currently absent from the game, as are Sources. I'm planning to use these as pick-ups for New Game+ progression. There's also only one Enemy Skill Materia available in the entire game; this has proved to be a great balance for E. Skills against regular spell Materia so there's no plan to add more in the future.
[Turks & Berserk/Confusion]
A running theme with Turks fights is the use of Berserk and Confusion, usually with some other surprise up their sleeve. However, I've noticed recently that people are having trouble mustering status defence against Berserk and Confusion. My guess is that I've removed or changed an important Peace Ring drop or similar and this has had the knock-on effect of leaving players particularly exposed to these kinds of attacks. I'm planning to make at least one Peace Ring 'unmissable' so that it makes the Turks & Jenova WAR fights closer to their intended difficulty.
[EXP Caps]
I added a Lv.40 cap to the majority of regular enemies (where the actual cap is Lv.70) but this hasn't proved to be a popular idea. I think a problem is that the mod originally was supposed to gun for fast gameplay, and to take as much edge out of grinding as possible. What I'll do is set up North Cave as a very lucrative zone for getting EXP to hit Lv.60, then the remaining ten levels can come from the extra end-game bosses. I'll also lift that Lv.40 cap to Lv.50 across the board; I think that'll work out better.
[End-game difficulty]
I think this comes back to tweaks having a knock-on effect for other things, and is one of the reasons I'm currently doing a full test-play of 1.3 so that all the imbalances that have appeared can be corrected. I've also made enhancements to the majority of end-game bosses for 1.3, so that they're less RNG-based (attack patterns), have a greater variety of weaker attacks (to reduce spam of their stronger abilities), and stat tweaks.
King Bub is a weird fight, but it was recently changed from Peerless to Shield which (unfortunately) has no visual indicator. This was a quickfix to prevent a stalemate of Peerless, but I've since found a way to de-fang Peerless and make it susceptible to Debarrier and Dispel which is a game-changer. As for beating this guy, you should use Debarrier+All to get rid of Shield and then smack the Royal Guard with any attack that hits all targets to get rid of the 7777's effect. Alternatively, you could heal them first (to remove 7777's) and then use Debarrier+All to start attacking.
[Infinite Limits D:]
That sounds like a crazy bug; hopefully it's limited to Special Battle only. Not 100% sure I'd be able to fix it if that was the case (Battle Square is a bit...odd when there's three people fighting in it instead of just one) but I'm fine with it because it sounds awesome.
As for Ribbons, I took a leaf out of the Hardcore mod's book and set it up so that Ribbon prevent all statuses, including good ones. It always made me think twice before equipping it when playing the HC Mod.
Sorry for the long post. thanks!
Sorry for the long reply :p Thanks for the feedback, bud.
@Bowser, that's a pain that Vincent causes a crash in Special Battle with Chaos. If that's the case and I can't fix it then I might need to either re-spec Special Battle for a solo character or make some special work-around for it. I'd better test Vincent's Chaos with regular battle as well though, just in case.