Thanks for the detailed breakdown. I’d missed the EXCEL sheet. I think most characters hit their design goal on the head.
Matilda: Hadn’t made the connection that as a ranger, she’d also trigger Geralds abilities, and how that would make them a genuinely great team. Good job with that.
Gerald: Super solid, even without slayer.
Xander: he fills the roll great at start, but I admit I was suprised by the Gladiator/Ranger upgrade options. Both seemed like they took him out of niche, and somewhere new. Not necessarily bad decision. Just suprising.
Manse: Another very solid unit. I share your bias for Gilliam. With his skills, he’s also a phenomenal early game unit, and opens a lot of cool/otherwise risky plays. I’ll admit, I’d rather that Gilliam remained relevant on his own. 2 Heavy armors feels like overkill on most chapters, and I’d prefer if they weren’t a package deal.
Klimt: I enjoy that he’s a utlitiy unit with a weird amount of gambling on his skill proc abilities. Unique design, even if I didn’t make much use of him.
Dara: Solid design. Too much of a Knoll fanboy (epecially with his expanded roll/added dialogue at the end of chapter 14) to not invest in him intead.
Castellan: very fun to play with for the percise reasons you stated.
Have’t had a chance to use the other three much.
Sidenote: The way you tuned Ross, Amelia and Ewan was very fun. They’re harder to train (thank you Gilliam for babyin them, btw), but the payoff is super satisfying.
Got a bit impatient on the answer, and ended up figuring chapter 14 out on my own. I’m not playing on the highest difficulty, so I survived the reinforcements, and ended up reading/getting manse as expected.
Also, hadn’t realized there was a limit on ROM space, as I haven’t modded before. Explains it perfectly, and I applaud you for telling us a lot about who these characters are by the selection of who’d they’d support, even without theroom to include the conversations.