Namagomi: Yeah, somehow I thought KOS got multitarget damage earlier than she did. In that case, yeah, I think she could probably be dropped to 2.5 - weird for such an awesome character in-game, but it definitely doesn't reflect as well in the dungeon.
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Sealstones: Hmm. I should say first that I'm not a fan of the more complex Sealstones because they tend to make voting much more complicated. It can be tough enough to vote as is when there are some characters from games the voter hasn't played... adding more complications seems rather meh. It's one thing when three's a special effect on one floor that's been designed around it, but everywhere?
Life - I assume the healing effect is only reduced 50% when it's used as revival? Might want to say outright that revival can never bring a character back with >50% health, or else it becomes important to remember which systems' healall heals the exact max HP amount, and which ones heal 999 or whatever, as keeping track of overkill healing is normally pointless but relevant without a 50% max proviso. Anyway, seems balanced but very strong. 1.5 points?
Speed? - Messes with a lot of the pricing. No idea how much it should cost, but speedy Raquel and Edgar seems reasonably scary. 2.5 points?
Resourceless - Seems pretty powerful. 2.5 points as a wild guess? Easy to interpret though, which is nice.
Multitarget - Absolutely insane. Needs a prohibitively huge price, probably, since this enables some really broken stuff, even against single boss enemies (Lenneth2's Heal, for example). 4 points?
Violent Burst Law - Might want to let people except certain characters on their team from the effect at team creation? SO3 and VP2 characters notably get horribly screwed since AP/Fury starts filled anyway and now it'll never refresh, and SoA characters aren't real happy either. A few interpretation questions, too - FF9 characters presumably would start with a full Trance gauge, but that can't exactly be saved until the next battle, so I assume they're stuck with blowing it in the first battle? Or could they save their Trance a la FF7 Limits? Arguably XG characters would start with max AP too, but that normally can't be saved between battles either. At least XS is easy to interpret, as you definitely can save boost there. Beats me how to price this.
Status Symbol Law - Interpretation suggestion: By "Stats reduced 15%," that should probably be fiated to something more like "all attacks do 15% less damage, weaker defense increases incoming damage 15%, HP & speed are reduced 15%, all attempted status attacks have a 15% less chance of succeeding, critical hit rate is reduced 15%." Why? Because not all games have linear statistics systems, such that a change in statistics might swing things far more than 15%, or not at all, and it'd be an extreme headache to have to look that kind of stuff up. That said, with that adjustment, seems fine. .5 points? Maybe even 0.
Weakness: Tentatively this sounds unfun? It seems like the GM can completely screw the team over by picking an appropriate weakness the floor can take advantage of, and there's no way to cheat around it. Hence hurt feelings afterward. The Dungeon is already a quickdraw, and this is one of those Sealstones that would magnify who got the drop even more, meaning that voting is more about who you think will go first rather than some kind of neat strategy matchup.
Love Love: I guess. Seems a little annoying, but on the bright side it's balanced. 0 points?
Elemental Advance Sealstone: Interesting, but also makes voting yet more of a headache. I'd be against it on annoyance/fun grounds.
Vantage Effect Sealstone: Sounds fine. .5 points? Makes Lyn even more awesome, sure.