Hey, so I've been playing through this mod every year or two since it was first a thing, and I usually do a thread compiling my thoughts/feelings on the game. I played through 2.0 (I think technically 2.1?) back in April, and meant to give my thoughts but never did, so here they are. This will be general thoughts, my experience with each character that I used, and fights that stood out to me.
My character builds:
Firstly, on this playthrough I didn't use Gau or Shadow beyond the point I needed to, and I let Shadow die. I generally always neglect two characters due to how Kefka's tower functions, and this time around I picked those two because my last few times playing this mod Gau was my MVP, so I wanted to do something different, and I've frankly never let Shadow die before and wanted to see what that was like, especially for Relm's mechanical changes from that.
Terra: Did a build of mostly Maduin with some Phoenix levels once I had access, to give stable morphs with heavy magical utility both in terms of damage and healing. This was *very* effective. Dragged for a little while before I had access to Phoenix, but overall was solid throughout the game apart from that little period towards the middle.
Locke: Almost pure Kirin build with a little bit of Ifrit thrown in. Used atma+shield, or atma+vailiance depending on how much defense was needed. Frankly, usually even after I had Valiance, the shield was usually better. Oh, and in early game before damage really became an option in this build, just had him wield the healing edge to be a speedy healer; I love that he has that option early on for his late-blooming builds.
Edgar: I did a hybrid build with both vigor, speed, and magic. It worked out pretty damn well, with him early game doing good damage with most tools along with having some support utility, and late-game dealing good damage jumping with the elemental swords to snipe weaknesses and laying down utility spells. Drags a *bit* in the late-game from not having a good straight upgrade to the elemental swords; Excalibur doesn't really serve much of a role, really for anyone who can use it that I can tell, but more on that later.
Sabin: I went basically full Terrato. Not much to say about this build; it's fun! Ton of HP, hits plenty hard enough. Since it's been a while since i played, I can't recall if I initially built him this way or re-specialized in the WoR; I wanna say it was the latter with an early focus on Stamina, but I'm not positive. Either way, let it be known that Terrato Sabin is a lot of fun to use, and despite not having the Stam investment some of his utility blitzes are still pretty useful in a pinch with this build.
Cyan: Bismark/Crusader build. Very simple, very powerful. Also respecialized him in the WoR; used Kirin in early game so he wouldn't be squishy. Not much to say apart from that Bismark/Crusader gives you a character who hits like a truck and has good armor and tons of HP.
Celes: I did a phantom/crusader build. It was really enjoyable, and I relied on ???? for random encounters and even some bosses to great effect alongside some powerful attacks with elemental swords/Illumina, and the utility of being stamina heavy and having cover. Some decent spell utility as well; I dipped a couple Seraph levels to not completely lack HP, and found the MP useful for healing and utility spells, so didn't bother to respecialize her.
Setzer: Pure Seraph, great healer and utility caster. I love this build; it's simple, goofy, and gives him an enormous pool of HP and MP
Mog: Dragoon - Palidor with a few Terrato levels. Went Maduin for dance power in WoB, though, then respecialized in WoR. Dragoon Mog rules and is *really* distinct in how he plays from Dragoon Edgar, which I used in previous playthroughs. Particularly with a certain character-specific relic, this is a really fun build that dishes out physical punishment. Once I had Umaro, I made sure to keep them together, since Mog's particular Dragoon build doesn't lose the extra benefit of pairing him with Umaro.
Strago: Shiva/Zoneseek build. Mostly Zoneseek, but took Shiva when it seemed his magic damage was dragging a bit. Strago is a lot of fun, and usually a character I kind of neglect (he's often left behind for me in Kefka's tower, but not this time!) His kit gives a lot of utility magic, and X-magic can help him nuke certain bosses. He was particularly devastating to the holy dragon, which is good because I kind of brought him to the fanatic tower on a whim. Generally, he's great in getting up buffs on all party members with shield and refract and whatnot. He can be a pain with how squishy he is, and benefits from a party with a good bodyguard.
Relm: Did a Stamina build with some investment in MP and speed. This was fun, with access to interceptor dodges. Magic damage was still *very* decent. Overall I probably prefer a standard magic attacker build for Relm, but it was a cool and interesting change.
Umaro: Bodyguard setup, with blackbelt + knight cape. This, with proper party support, absolutely kicked ass. Enormous damage output, great defense, with image set on him an absolute powerhouse.
Gogo: Took me a long time to work out the best utility for them. Ended up generally using lore, magic, and tools or blitz for utility. Setting buffs/debuffs with the occasional mimic of a high-damage more was nice, but not always easy to pull off, and Gogo is still squishy. Overall, I get the appeal of mixing and matching abilities in ways you can't otherwise, but I never got as much use out of Gogo as I'd like, and found using them to be kind of a chore. I initially liked the idea of giving Gogo an offhand dagger for Bushido or ????, but that didn't really end up being that useful outside of some contexts. At the end of the day I'd probably rather have kept Gau than used Gogo, but I'm glad I gave the time to explore Gogo's options. I also know there are some interesting uses of Gogo with Rage, but frankly since I didn't use Gau in this playthrough that seemed like a pain to set up.
I'll post some specific thoughts on some fights/parts of the game at a later point.