Hello,
I've greatly enjoyed playing this mod. I understand it's no longer in development (probably?) but thought I would leave my thoughts here as feedback and for anyone else looking to play. I know I enjoyed reading other accounts while deciding whether to play the mod. So here it is! I've played through all the endgame sidequests at this point but haven't started the Black Omen. I thought I'd get my ideas down before they fade any more.
Except for a few levels at the start of the game I did no grinding at all and skipped a good number of encounters.
Early game notes (up to acquiring the Masamune)
I should have learned Flame Toss before starting the Cathedral. The Naga-ettes have huge HP pools and the Henches have very high defense. Everything felt much better once we had Flame Toss.
Yakra
This fight was frustrating. Frog healing with Slurp and Crono+Lucca dealing damage with Fire Whirl is the obvious strategy here, but Yakra's counterattacks are frustrating. I think Yakra treats Fire Whirl as Lucca's attack so even with him close to Crono you're triggering them. Yakra works fine if you just use basic attacks but I think a lot of players will get discouraged here.
Dragon Tank
Oh boy, Dragon Tank. This fight was intense and unforgiving. Starting off with Yakra and Dragon Tank certainly tells the player to expect to have a hard time. (I know it's outside of the scope of this mod, but I've always thought Crono's Slash should dissipate the Wheel's attack like it does against Masamune.) Definitely a good start to the mod.
The next thing I was looking for from the mod was a reason to use Hypno Wave or Provoke. I never found a use for them in the base game. I was pleased to see that they worked against the plants in the Future to stop them from healing--but they also fall to a single Fire Whirl. Oh well. Those two Techs are so disappointing.
I didn't notice any difference to Guardian, but I was grateful for a breather after Dragon Tank.
R Series
This one took a few tries. The difficulty increase meant I learned something new about the R Series: I got to see the Area Bomb counter used when there's only one robot left! That was a nasty surprise.
Heckran Cave felt unchanged.
Zombor
This one felt unfair. The fire breath could one-shot Crono or Marle. He could also follow up his party-wide laser beam immediately with fire breath, which was overwhelming. Constant Revive use along with hoping he used his drain attack (which did an inexplicably small amount of damage) was the strategy here. His HP is low enough that I didn't have to get lucky for very long to finish him. Not very fun.
The Free Lancers were challenging enemies in the Denadoro Mountains. I thought it might be a perfect time for Hypno Wave or Provoke to shine...but they just provoked counters and got us killed. Unfortunate. The gauntlet of four encounters resulted in a game over. I'm glad to have random encounters keeping me awake.
Masamune was straightforward. He seemed to get stronger as the fight went on, which made for a tense finish. Nice one.
I didn't spend any time on the Hunting Range in 65,000,000 B.C. which meant Ayla was the only one with a Ruby Vest for the Reptite Lair. That meant the Eaglets and Megasaurs could one-shot us with their fire breath which kept things interesting. Kiss at 3 MP was a pretty big disincentive to use her for healing, which I guess is fine.
Nizbel
I was worried about this fight since his damage output is pretty high even in the base game. Electrical discharge followed by a stomp was in fact give a game over. Marle got one-shot by the electrical discharge, so I switched her for Robo who...also got one-shot. I think this was my introduction to Robo's low magic defense. He didn't stomp immediately after a discharge on my second attempt, so Crono and Ayla were able to stabilize and finish him off. It took three or four cycles of discharges to take him down, so I felt I got lucky there.
That's all I've got time for right now but I will say that I LOVED the Magus fight. Great job balancing that one!