an apopointment i would make: Concerning SP and characters i have some suggestions (just my 2 penny ideas!!)
AERIS:
\\Source-Point Options//
Flowergirl: +10 MAG, +5 SPR/DEX
White Mage: +15 MAG, +5 VIT<-----here i would add +5 luck
Geomancer: +10 VIT/SPR, +5 MAG
Slum Drunk: +15 STR, +10 VIT/LCK<----------srsly..... aeris being a mage get str??? O_o can ya change with 15 vit10luck/5 spr
YUFFIE:
\\Source-Point Options//
Materia Hunter: +5 STR/MAG/DEX <-----i would make 5STR/LUCK/MAG to hunt materia ya need luck!!!!
Gil Bandit: +10 DEX, +5 STR/LCK
Wutai Shinobi: +10 MAG/SPR
Goddamn Punk: +10 STR/VIT
CAITH SIT:
\\Source-Point Options//
Fortune-Teller: +5 STR/MAG, +10 LCK
Yeti Pal: +5 STR/VIT/LCK
Materia Tank: +5 MAG/SPR/LCK
Top Cat: +15 DEX, +10 LCK<------instead of dex make VIT rendering him little more tanky
[Elemental Consistency]
Elemental weaknesses were inconsistent in the original game; for NT, it is easier to discern
an enemy's weaknesses based on the type of enemy:
Beasts/Vermin: Fire & Ice
Mechanical: Bolt & Water
Large enemies: Earth
Flying enemies: Wind & Gravity
Humanoid: Poison
Demons/Mutants: Holy
Temple/WEAPON: Hidden
NOTE: here i found many isses especially on low level areas (the wolves near kalm town for example i tossed em fire2 and they received life instead of getting damaged...)
I suggest also IF POSSIBLE (i am ignorant in coding totally so dont get mad) to add Wind materia to give aeor aeor 2 and aero 3 (on northern cave the mobs first time you arrive use AERO 3 so i guess you could "steal " that animation and adapt it
)
[Stealing & Morphing]
These have been revised for every enemy, and Morph is now available much earlier in the game.
Bosses can be Morphed, with effort, into powerful items and equipment early in the game for
players willing to invest the time and energy.
on this i would give my 2 cent idea to rework steal mechanic as follows:
LVdifference=40+User′sLV−Target′sLV
LVfactor=512×LVdifference100
Chance=Itemchance×LVfactor256
sorry for disturb and btw great mod!! I LOVE IT!!