Working through the bugs and was looking at the SP system which isn't behaving correctly going past lv.44 due to a script-clash; but thinking about it, the whole set-up itself isn't great. Difficult enemies are giving the same SP as weaker ones, which is no good, and having a level req. gives an encouragement to avoid random battles or to manipulate EXP with KO'd party members.
The revision I've drafted up so far looks like this:
-) No level requirement on any enemy.
-) Each enemy gives varying SP depending on their relative strength to others in that area; 'swarm' enemies that appear in big groups (Capparwire for instance) give 0SP, while larger/stronger enemies give much more (10-20SP).
Just a quick example draft of, say, Gaea's Cliff:
Evilhead: 0SP
Headbomber: 3SP
Zolokalter: 3SP
Cuahl: 7SP
Stilva: 17SP
Icy Oscar: 18SP
Gaea Dragon: 22SP
-) 200 SP needed for each Rank; this is to let me set wider ranges for individual enemy SP in successive areas; I'll be tweaking boss SP to account for the change as well. I still want people to be hitting around 6-7 (even 8 ) before they reach Disc 3.