FE3H mage playthrough has reached Chapter 17. 14 was pretty tough but still fairly manageable. Dorothea, Lysithea, and Constance all have Black/Dark Range+1, silly skill is silly.
Also did some small little playthroughs of random NES games: Mario 2, Mario 3, and Mega Man 4. Nothing really to say about the first two, they were fun. For MM4, I did a
weapon-focused playthrough similar to the one I did for Mega Man 3 earlier this year. The order this time was Dust > Skull > Bright > Ring > Pharoah > Drill > Toad > Dive (for the two or three people reading this who actually remember all the MM4 weapons). One added mini-rule for this playthrough concerns Bright's weapon, Flash Stopper. This weapon freezes all enemies on the screen for a few seconds and lets you fire the buster during this time (so way better than Flash Man's weapon). Its main weakness is that all but one boss are completely unaffected by it. However, I could still technically use it and fire the buster against such bosses. I decided that this didn't count as "vulnerable to Bright" so I didn't end up eating all my Bright ammo for no reason against a boss while functionally being the same as bustering them.
Trouble spots:
-Bright Man stage and boss. It's a pretty tough stage (made worse by the fact that the totem enemies, who you encounter while traveling on a moving platform over spikes, are harder to kill with Dust than the buster), and a pretty tough boss (arguably the hardest one to buster), and Dust/Skull are both worse than the buster against him (because you can charge the buster).
-Ring Man stage and boss. Dust is kinda uniquely bad against the wall cannons in this stage, and horrible against the hippo mini-boss. That said the mercy is I run out and then Bright totally clowns all four mini-bosses of the stage. Ring Man himself is pretty competent with (effectively) the buster, though not as tough as Bright.
-Wily Stage 1 (the fifth stage overall) is pretty rough mostly because it takes me a while to get good enough at fighting the Mega Mettaur. Dust isn't even a bad weapon against him! (It deals 2, only the charged buster or Pharoah do 3) He's just kinda rough because his "jump on top of you" attack is very hard to avoid and does loads of damage. I win once I mostly either try to flee from him when he jumps or accept the hit rather than get struck by both the hit and the seismic.
-The boss rush, of course. Due to the way the weapon order works I pretty much have to buster (or worse) Drill Man and Wily himself, as well as use suboptimal weapons for at least a time against others, which definitely requires me to get good. The winning strategy:
1. Use Dust to kill Skull
2. Use Dust to kill Dive. Apparently, this is a secondary weakness for Dive (3 damage), as if Skull didn't have enough problems.
3. Use up remaining Dust/Skull ammo on Toad (who's a joke boss and free win), finishing with Ring.
4. Use Ring to kill Dust
5. Use Ring then Pharoah to kill Ring
6. The tricky part. The remaining tough bosses are Drill and Bright, neither is easy, and at this point I'm using weapons which are worse against them than the buster. Drill in particular is hopeless against them (which is a shame because it rules against Wily Machine, but inevitably I have to use it up). I make sure to fight Bright when I think I might run out of Drill ammo because the next weapon is Toad and that hits weakness on him. Otherwise I try to fight Drill, and on the winning run do in fact beat him with Pharoah + his own weapon. Oh yeah and at any point during this I can fight Pharoah since his weakness (Bright) is totally independent, and completely destroys him for a free heal.
7. Wily Machine. He's immune to both Toad and Dive (the only weapons I have at this point), so it's just a matter of bustering him without an E-Tank, which takes 3 tries.
Weapon thoughts:
-Dust Crusher is, overall, better than I gave it credit for. When it hits a target it splits into four smaller targets, but those often just damage the primary target too if it's still alive, making it a decent power weapon. The specifics depend on the enemy's hitbox; large enemies take all the hits and die quickly, thin ones don't. Quite good against a lot of things, its notable weaknesses were already noted in Bright and Ring's entries. Its big weakness is that only one can be on screen at once (the shrapnel counts towards this limit), so if you do need more than one hit, it's gonna take a while to wait to fire again. Still good at killing some enemies like hoppers (3 hits, but you always have time). Some need some good timing; the weapon works less well if an enemy is flying away from it, for instance (really just applies to those flying shield guys). Against bosses it's a trash weapon if it doesn't hit weakness; fortunately a fair number of bosses do take at least 2 from it.
-Skull Barrier is bad. Yeah, there's the odd place where it one-shots a weak enemy which tries to fly into you while you're platforming, that's definitely cool and valid in normal playthroughs. As an offensive weapon it is weak and requires you get close to things. Also the fact that any projectile coming close to you cancels it (and the projectile, to be fair) means you can lose it at inopportune times.
-Flash Stopper is completely overpowered, any time I got to use it in a stage it completely wrecks almost everything, most notably including the mini-bosses of Ring and Toad Man's stages. Useless against bosses (except poor Pharoah) but that's better than forcing me to use a weapon which is mostly ineffective.
-Ring Boomerang I didn't use too much but it's... bland and fine, short range but respectable power. Other weapons are used too rarely on this playthrough to comment on.
Because no weapon has as much ammo as Needle Cannon I did use the later weapons more than in my MM3 run, but still not that much.