Hello,
Glad you enjoyed the new cards.
Yes I agree. Some statuses are too OP to be left as is. I'll ask on the discord where to change them. That'll allow to tweak many things and to put a duration for status that are too strong.
Your example of the silence status is very relevant as it is hard to deal with early game for the player and harder for the enemies to deal with, which makes it too strong. I was thinking that a simple duration, short preferably, would mitigate it's usefulness on each side.
Plus I wouldn't be sorry to change protect, shell, etc... for them to last forever, until you die or are hit by dispel. And some status effect display, especially the Zombie effect which is performing very badly with the costume change feature.
The other point you made about the game being a grind fest is true too. I noticed the first thing I do when starting a new game is stacking 100 spells of every one I can find on balamb island. I wanted to give a good headstart in the early game by giving Squall some spells to split with Quistis. But it is still insuficient. I'll probably go for a more drastic solution by giving every SeeD the same treatment as Squall benefited of. And add some Esuna along with it. The early game should feel "finger in the nose" easy. At least until you beat Ifrit.
For end game I don't know how to fix it in any way, I'm afraid. It depends too much on the player to do side quests, grind for level and stack magic. I can only envision speedrunners having a hard time beating the end game.
That's a problem, but it is too much linked to how FFVIII works to be tweaked. They tried to remedy that in Ultimecia's Citadel by locking your abilities but it is still present. I'm not sure anything can be done about it unless giving incentive to the player to speedrun.
Thank you for taking the time to give me your thoughts on it. I'll get back to it.