Had some time recently to progress a bit in this. A few notes/bugs. All from v2.4
-Expertise (Duessel's skill) doesn't work. Tested a few times and he still takes full crit damage.
-In the chapter 'Turning Traitor' while the slaying weapons from the cavalier near the boss offer some incentive to try and fight the boss rather than surviving the chapter, I think an addition of a droppable stat increase item would work well. As it stands it's much easier to try and survive, and the slayer weapons themselves aren't enough of a draw, at least in my opinion.
-Is the Shamshir not having any drawbacks intentional? I feel like it's a little overpowered since there is no stat drop. Makes the killing edge worthless.
-While I haven't gotten to recruit Innes yet, in the changelog I see he's been given Galeforce. Sounds overly strong compared to other personal skills like Lute's for example, which is essentially useless.
-In 'Fluorspar's Oath' there are two Lance Cavaliers that have only swords, and cannot attack because of this.
I like how the monsters have skills now, and am very glad you removed the fog on 'Phantom Ship' as it would've been extremely difficult without it. The hack causes the difficulty to bump up closer to the other FE games which I really appreciate, I found myself having to think a lot more during chapters which I enjoyed greatly.
While it is not a big deal once you learn by trying the weapons, it'd be nice if any other effects the weapon gives was listed in the description (-3 to def and res for example).
Also some personal opinions, it would be nice to have the staff animations removed so you could still see staff unit's combat animations, and if a boss character doesn't move it'd be handy to have it reflected in their movement. Just small QOL changes that I would like to see, though I could understand if such things were not your priority with this hack.