Been following the FFVII remake/tweaks/addons since the steam release. Like many I am sure, have finished FFVII numerous times (Love the game) however are looking for challenge. Hints why I am here on your Thread 
I must say I do enjoy the added scenes (Controlable Aerith hiding Barrett's Daughter, shinra troops Kissing..., and other tid bits).
I have a few questions and concerns /bugs to report.
Bug First:
1. Finding the Hardedge by the weapon dealer in walmarket place, misses to always miss targets when used in combat. Don't know why, but basic attacks simply don't connect... =/
2. After the Sector 7 Plate falls, heading back to Aerith's church and walking into the room where you threw barrels down upon Shinra Soldiers is a glitch trap. The player will no longer be able to escape this area.
Questions:
1. How does your Mod run for? (Really up to only the end of disc 1?)
2. How do you gain more Limit Breaks? After leaving the shinra HQ, Cloud still is on "Jump Attack" (Braver) and still hasn't learnt Cross Slash... =/ Old play Throughs, I should almost have Lvl 2 Blade Beam Ulocked for the amount of kills and Limit Breaks Preformed.
3. While we are on Limit Breaks, Did you add any new LB (Limit Break) to your mod? Since you changed the names of the few I have seen (Clouds and Tifas). Could you provide a list of your LB and what they do please 
Thanks for your Time in Advance!! I know the challenges of Modding myself (I create Minecraft Mods) and I am enjoying your 300+ hrs work. Keep it up!!
Bug 1:
I fixed this multiple times. Why in the world is this still happening? My kernel says there are no problems, unless the enemy is immune to the Cut element. is your kernel up to date?
Bug 2:
Players shouldn't even be able to go in there. I need to disable the gateway after the storypoint. I don't know why it still exists to begin with.
Q1:
It took a lot of time to balance things, fix bugs ( and still fixing bugs ) and so on. Right now it only extends to the end of CD1, yes. You can always keep saves of just before you leave midgard and end of CD1 for when I update this.
Q2:
Limits are vastly more powerful now and take a lot longer to get. Unless you grind a lot, you're not supposed to have level 3 limits before CD2. If you speedrun, you won't even get lvl 2 limits before CD2.
Q3:
Most have dramatically changed power, added effects or do something entirely different.
Cloud
Jump Attack: Single target, def ignoring null element attack with 8x base power ( i.e. no element, means no enemy can resist it ). Also breaks Shield status on enemy
Seal Slash: Single target, cut element, ignores status immunities, causes paralysis, double attack power
Mako Beam: 6x base power, cut element, otherwise same as before
Hellsplitter: 6x base power, 100% critical, ignores defense, cut element
Celestial Rain: 6 hits at 8x base power per hit, Hit element, targets only 1 enemy
Death Spiral: 100% death chance unless immune, Hit element, hits all enemies. If Immune to death, 15x base power hit on all
Omnislash: 15 hits at 8x base power, ignores defense, 100% critical, cut element
Barret
Mega Blast: 8x base attack, fire / shoot element
Erase Magic: 100% max MP damage, shoot element
Explosive Shot: 8x base attack, shoot element, hits all enemies
Impact: Single target 4x base attack, ignores defense, ignores status defense, 100% critical, causes paralysis 100%, punch element
LOIC: 8x Base attack, holy / shoot element, always critical, ignores defense
Maximum Rage: 2x base attack, shoot element, 18 hits, single target
Meltdown: Single target, 10 hits, 15x base attack, ignores def, 100% critical, shoot element, removes regen, haste, barrier, mbarrier, reflect, shield, berserk, peerless, deathforce and resist from enemies
Tifa ( Unless it says 'ignore STATUS defense, if the enemy is immune to the status, even 100% causing a status won't do anything )
Triple Hit: 100% slow, 2x base attack, 100% critical, ignores defense, punch element, random target
Upheel: 2.5x base attack, 100% confusion, 100% critical, ignores defense, Hit element, random target
Low Tide: 4x base attack, removes Reflect, 100% critical, ignores defense, hit element, random target
Megaton Throw: 4,5x base attack, 100% blind, 100% critical, ignores defense, hit element, random target
Tsunami: 6x base attack, 100% silence, 100% critical, ignores defense, punch element, random target
Hyper Impact: 8x base attack, removes barrier / mbarrier, ignores defense, 100% critical, punch element, random target
Lifestream Judgement: 15x base attack, 100% slow, ignores status defense, ignores defense, 100% critical, holy / punch element, random target
the others had their limits changed, too.