-Ifrit nearly wiped me cuz I decided to play risky with Squall at low HP to spam limits (had less than 5 minutes to beat the fight). Very good, really enjoyed the difficult fight.
-With Enemies hitting harder, it may be a good idea to lower their speed during the early game. Too many close calls & game overs from enemies attacking non-stop despite being in Wait Mode
-Elvoret wiped the party after using Siren Song (which did absolutely nothing) and started throwing out Thundaras, doing roughly 650 damage to whoever got hit. Rematch went rougher against Biggs+Wedge due to how fast they are and Biggs' Confusion on his Attack, but smoother on Elvoret due to being better prepared.
-(Siren Song still did 0 Damage on the rematch, but succeeded in inflicting Silence)
-X-ATM092 nearly wiped my team in the first forced fight with it since I spent a couple turns Drawing Protects and Shells. Opted against abusing the AP Trick with it to avoid the risk of a Game Over.
-Granaldo Fight was fairly tame. Protects on the Aldos left me having to spam Quistis' Ultra Sonic Wave to take them out before Granaldo could wipe me with its hard hitting combo attacks.
-Maybe change Ability Description to include Base Power, like in recent FF7NT updates? Would help a lot for getting the most out of Quistis' Damaging Blue Magic Limits.
-Diablos' Party-Wide Doom is pretty unneccesary and kinda overkill for Disc 1, especially since he can apply Aura, Double(?), and Haste(?) to himself
-(Already mentioned, but camera doesn't work right when Diablos summons Cerberus)
-(Diablos having Nether Blast to circumvent Blind cheesing him also makes his Party Wide Doom very overkill for Disc 1)
-(Beating Diablos gave no EXP, and Diablos joined at Lv.9)
-GeruGeru was a complete pushover, though I did spam Squall's and Zell's limits. Maybe boost its Vitality and HP? Auto-Protect too? The team is very physical oriented at this point, so making GeruGeru physically resistant could make it more of a challenge?