Might as well throw in my thoughts. These tend to change as I think about stuff, so don't expect me to agree with them tomorrow (I generally don't change views midseason, though).
Items: Unique item skills are allowed, max holding limit. Rarer items may get more of a penalty, but eh, not strict on that. So yes, Mystic is fair game.
Item-casting: Allowed if the item is legal for the character in any way.
Money: Generally considered maxed, if it is even remotely feasible.
Limit Meters: 50% starting. No scaling.
VP1 PWS: No. Just, no.
Weakness: Weaknesses are generally a property of the defender, but in the case of battle system quirks like SMT games, both sides would suffer the turn penalty/bonus.
MP Death: I have no freaking clue anymore. Probably allow it both ways.
Counters: Allowed, but if it is a property of the battle system (FE/SRW), both sides get the same system.
LoD Additions: Due to how LoD additions work, they automatically overcome counter attacks (due to player skill) unless the counter-attack in unblockable in some way.
e.g. FEs, Dis, ShF, SaGaF
counter-example: Augst's counter might be unblockable?
Djinn, want to explain this better? I don't remember anything like that at all.
IP Suppressing and ARPG Stun: ARPG stun can die in a fire. Yeah, they stun the opponent BUT OH WAIT THE CHARACTER ATTACKING CAN'T DO ANYTHING EITHER. Yeah no. Peep status I generally only consider if it's 100%.
ARPG speed: Average. Screw movement speed. Woo, you can get to the enemy faster BUT THEY GET CLOSER TO ATTACK YOU TOO. Yeah no. Attacking speed or range is a better indication if anything.
Distance: I guess I generally consider it. Kind of take it on a case by case basis though.
WA4/5 HEX system: Randomized field. If Arnaud faces someone weak to fire that he needs to OHKO, well, he has a 3/28 chance of doing that. Hope his evasion brings his odds of winning to above 50% then.
SRPG Movement-based initiative: I guess I could see it for initiative tiebreaks? Generally don't, though.
Player Skill: Depends on the game, I guess.
Focusing: Definitely allow it for PCs, generally allow it for bosses. Could change on the latter but probably not? Would need to think about it more.
Overlevelled skills: Allowed. Always. Skills that REQUIRE aftergame (i.e. beat final boss first) are a big hell no. Everything else is generally fair game.
Semi-unique skills/equips: Think I might adopt a <50% users stance here. There needs to be enough to go around OR enough that if you had the max amount of those users in your party, they all could use one. If the game forces split parties ever, then those are considered (so later Suikoden games would only need 18 of X, rather than 6).
Initial equips/skills: Allowed.
Plot claims: Generally fairly lenient on this, but there are some things that are just way too weak. Generally games where EVERYONE can use the item are looked at more strictly than if only a subset of the cast can (so no FF8 GFs, but something like Soren's Rexcalibur in FE10 is fair, since only a few people can use that).
Universal equips: Everything but accessories are allowed, right now. Been thinking about allowing accessories for a while now and haven't flipped over yet. Could happen any day. Of course, the accessories that affect the averages most would be held as default. The PCs need to pay for those other effects. (I do this with other equipment, as well. "Most often used in the DL" is not the same as "thing used in averages".)
Plot elemental-typing: Screw this.
Guarding: Allowed. lol not unique but so isn't the attack command ban attacks. If defending leads to a stalemate, consider who would win the match if defending was not allowed.
Status-blocking: Full status immunity in-game => full status immunity in the DL. ID is not a status, nor are stat downs. PC status that hits every enemy in the game (I mean EVERY enemy) ignores immunity in the DL. Boss status that ignores PC immunity only fails against full status immunity in the DL. (e.g. sleep immunity ignoring sleep would hit someone that only blocks sleep, but not someone who has full status immunity)
Self-inflicting status moves that ignore immunity don't count for any of this, of course.
Equipment Breaking/Stealing: Agree here. If it's impossible to not have something equipped in that slot, it is considered unbreakable. Worth noting that in
Wild ARMs 4, there are no mechanics for determining damage without weapons/armor equipped.
Forced Retreat moves: Allowed IFF they provide some reward over running (besides a possible higher success rate). EXP, items, money, etc. If it removes the enemy from the map, it only counts if escaping would not do the same thing in that game.
Percentage-based RNG skills/crits: I consider the overall chance of winning, so while 70% is considered "turn 1", if the opponent goes first and has a 30% of killing first and will always kill on the second turn, they would win due to having a 51% overall chance of winning.
Damage scaling lower limit: I convert defense to division, so I don't know if I'd actually use this. Need to think about it more. Definitely don't agree with people dealing ZERO damage ever though.
Plot fusions: Case by case basis, I guess.
Multiple Unique Forms: Free form choice.
Unranked Forms: Unranked forms are fine but IF AND ONLY IF that form is not an optional boss form. I tend to throw out pseudo-aftergame PC forms as well, though not sure. They definitely need to be scaled to equal levels though (no nisa cameo pc forms for godliek lol hype here).
Temp-scaling: Scaled to the party they leave with. It's the exact same as scaling an endgame PC to the endgame party. We don't scale them to temps, why should we scale temps to people they don't end up with? Makes no sense.
I also tend to allow overlevelled skills here, as well, but they get scaled to overlevelled skills of the other PCs, up to the level of the highest skill for the temp (so say temp X leaves at 15, learns skills at 20 and 25, while Y and Z are in the party, with Y learning skills at 18 and 23 and Z learning them at 21 and 26. X gets all his skills, scaled to all of Y's and all of Z's except the level 26 skill.)
PCHP: 2.5x average, yeah.
Boss HP: I scale to the number of rounds of a fully twinked party attacking without needing to heal, etc. I then scale everything towards the 1 PCHP mark, though I haven't got a strict way to do it yet. So bosses below 1 PCHP have higher HP than normal, while bosses above 1 PCHP have lower HP than normal.
Team stuff: Who knows.
Bosses - How to take a suggested level at which to interp a boss?
-- Level that you would normally be at when progressing through the game. Sidequests included, but grinding not. No escaping or anything like that either. Usually I just use whatever level I'm at. >.>
Multi-part Boss - e.g. Melfice, Jenna Angel, Emelious - how do you view them? Multi-turning? Multiple HP bars? Extra parts are illegal?
-- At the very least, I allow them to use the moves. Lately I've been allowing all the parts as they are, though I tend to kneejerk their durability lower than normal to keep them in check. Though I may just lower their damage since the chance they all hit the same person is pretty low in-game. Need to hash this one out more.
Also, parts that are physical separate are illegal, unless they can be summoned. If they can be summoned, they must be summoned first, even if in-game they start on the battlefield (Jenna's last form is an example, here).
Turn order - doubling possible for who? BoF4 weirdness. Grandia weirdness. ARPG weirdness.
-- I convert everything to CTB. Everyone can double. I also impose caps on TB speed at 50% and 200% CTB speed. Thinking about allowing people to break those caps with buffs, but with diminishing returns. Not sure about any of that, though.
Also, Grandia doesn't have weirdness. >.>
Status includes ID checking - which games treat ID as status? Which games treat stat breaks as 'status'?
-- ID doesn't seem to be a status in most games. I can think of very few instances where a "blocks all status" accessory blocks ID as well. I can't think of any game that treats stat downs as status. A lot of games let those hit every boss in the game, afterall.
FF8 Limits - how did they work again?
-- The lower your HP, the higher chance you have to obtain a limit. I don't know the actual formula for the chance, though. Worth nothing that you can spam triangle to reset your turn until you get one. Since this is ATB, it does take time to do this, and should be reflected if they want to do it.