I actually had a unit like this in one of my hacks! Alvi from Three Legacies, my first ever hacking project (which is likely never to be completed at this point, I’m happy with most of how the gameplay of its current state came out but the story was just an unsalvageable mess), had a skill where they could freely swap between a +10 Atk stance, a +10 Def/Res stance, and a +10 Spd stance, and while not necessarily a bad unit, they fell victim to a similar conceptual issue to many vanilla hybrid classes – I overvalued the on-paper flexibility when balancing them, and ended up with a unit that didn’t really feel good to use in any of their modes. Defense stance Alvi could take hits decently, but couldn’t do much of anything back on enemy phase to actually use that durability to make progress, and often had their durability undercut by middling HP and getting doubled. Attack stance on paper had an incredible attack stat, but on top of making them extremely vulnerable to enemy attacks, it wasn’t enough to secure OHKOs and had no hope of doubling. Speed stance was meant to be the in-between, since speed can help with both damage and survivability, but ended up just kind of not having enough of either offense or defense to be useful against anything. That’s not to say that the idea is flawed, of course, but rather to emphasize the same point I made in the main post about hybrid units’ weapon ranks – “flexibility” or “versatility” on paper isn’t really worth much on its own, and what really matters is what the matchups actually are in which you’d want to use each option, and how the aggregate of those matchups compares to the matchup spreads available to other units.
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