Xatm: I went for the 50ap boss reward because I wanted to challenge myself and he was rough. Huge physical AOE and ray bomb make it almost impossible as a sustain fight.
I did manage to win but was disappointed that there were no additional rewards for such a challenging early battle.
I found salvation in Selphies Slots, landing spells like meteor x3, holy x2, meltdown x2 and Flare x1. Her limit break does and continues to do a ridiculous amount of damage for most of disc 1.
Yes, the battle can be rough depending on the resources available. Probably the safest way to go is having a few Double spells left for Selphie and make her some Thundaras with the two Magic Stones that are dropped by Elvoret. With that, X-ATM092 should go into repair mode quickly enough (after dealing around 2300 HP damage). During that phase, it is best to not damage it any further until it gets up again, as the key to winning is triggering the self-repair sequence 5 times. Instead, the idle time should be used to roll through Selphie's Slots until you get something powerful enough to strike it down again immediately after it gets up to avoid any of its attacks for the time being. Right before X-ATM092 stands up for the last time (when all of its ~11000 HP need to be depleted in one go) you should have Protect and Shell on all party members which is most easily done with Selphie's Fortify spell.
As for the rewards, you should have gotten either a Power Wrist, Orihalcon, Hypno Crown or a Force Armlet, as in the base game.
Selphie's possible spell combination at the beginning of the game is admittedly way to good sometimes. Her Limit Break is intended to be powerful due to its luck-based nature, but 3 times Tornado, Quake, Meteor, Flare or Holy was actually not planned and will be adjusted to 1 time max at lower levels for aforementioned spells, and max 2 times for all -aga spells and Meltdown.
President: This guy was a push over, I think he needs more hp or more threatening damage/ a gimmick like zombie chance on hit.
I think this boss is fine on Standard Mode, but yes, for Lionheart, it can be a little underwhelming. For the next version of the mod, I already set some counters for Cura and Fira, and gave it the Zombie spell, but now that you mentioned it, I think an attack with Zombie on hit might be even better than just the spell. I'll think about it.
Quistis fits in the support role, Matra magic has been extremely useful on more occasions than I expected.
You mean Micro Missiles, right? If so, then yeah, this one is especially useful against many high HP normal enemies later in the game and benefits a lot from having the damage cap removed. Gravity Bombs work similarly, do a little less damage, but hit all enemies and there's no need to be at low HP to use Limit Breaks, so I'd recommend getting them. They can be bought from Odine Shop in Deling City with Tonberry's Familiar Ability learned.
Zell feels pretty much useless and Irvine is only a slight upgrade to him(curse ammo is somewhat useful in regular fights), I think at this stage my preference is leaning toward heavy magic use like my first playthrough on standard.
Zell and Irvine's usefulness mostly depend on weapon upgrades and leveling up. After reaching certain Strength values, they should be able to compete with the damage spellcasters do, especially when using the Darkside Ability. I know that the investment to make them worthwhile in current versions is a little high, so I'll try to make them do more acceptable damage from the get-go.
I am having a hard time against regular foes, so much so that I cant even sit and draw to 100 especially with anyone other than Rinoa (due to high magic stat).
Regularly using life/Phoenix downs in-between and during fights because theres just soo much damage being chugged out all the time.
Not complaining mind you, just didn't expect this much resistance.
Most normal enemies are vulnerable against Slow; Blind should also work somewhat reliably. Just keep in mind that when trying to inflict status effect on an enemy, use your high Magic characters if you want to do it by casting a spell, and your physical attackers if you want to cause it through Status Attack Junction, for maximum success rates.
Raijin/Fujin - Another wall off a boss and sadly I hadn't trained enough to compete on even footing. Additionally I had saved in zells house so any chance to train was out the window.
There is the possibility to leave Balamb for more training before doing Fujin and Raijin, but it's pretty well hidden. It involves the Big Bad Rascal that lives in Zell's house. Check this
link for more information.
Thank you for all the feedback in general, it was a very interesting read

Hello Calisto,I find a bug in your mod.
During cd2 in the prison when Irvine apear with master class to shot galbadian soldier (just before rinoa kick her ass lol), during this animation, Irvine haw no head, and just after game crash.
I manage to passed this by uninstal the mod, pass this sequence, and them re instal the mod (no conflict with geforce ability by done this).
I checked this and it seems to be a problem with the Demaster tool. Opening the demaster manager in your game directory, and then unticking "Disable field character resolution limit" fixes this.
Hi guys, i have a question, if i use the ragnarok lionheart mode, i can use magic booster option from ff8 steam? I'm late game and it's boring draw magic to take 100 of all magic. I thinking use the magic booster to stay 100 of all magics i have in game, i can do this or the mod is down if a use the option?
Yes, using the magic booster still works as usual in this mod. No conflicts at all.
have small question, finished installing all the lunatic pandora mods and wanted to know if RR is compatible with it
saw that this mod changes some stuff that also LP changes so wanted to know if anyone tried merging both mods
Ragnarok is compatible with all Luncatic Pandora mods, but I would recommend not using the Lunatic Pandora hard mode as it will add features that will further increase Ragnarok's intended difficulty curve (such as decreased physical damage output by party members and increased damage output for enemies).