That's past mid-disc 1, and somewhere in the midgame. Floor 3 is still early game to me, thus Teleport Orb is not floor 3. I also believe it's not that simple, you can't access L2 spells just by having the Teleport Orb. Thus, all the more reason to not give it to her that early.
You're right. It's a side quest you can do as soon as you GET the Teleport Orb that's... Easier done than said to do in-game.
Also, you seem to be a fan for giving FFT really fast casting times, while I don't see it that way. Reason?
Mint, due to the nature of her battle system, can at least start casting as soon as the battle begins. FFT, however, forces their mages to wait their turn before they can even start casting... So this could very well put Mint ahead of a lot of the castings... And say hi to Mint Haste before FFT mages even get a spell (maybe)! Also, Mint Dispel would hit the Time Mage's Slow (and possibly Zalbag's Speed Ruin, since one FAQ also says it gets stat downs, as the attacker's version of a skill), just so you know...
Also, for FP? I didn't say it was for anything defensive, I just meant that she needed FP to get some places in her skill set. Hell, I could probably have her defend for double FP gains while Tir baits a Hamedo and Riou uses an L3 healing if it hits (or just defending himself if the attack does go through). Lucia uses an S-DEF oil (or anti-status as needed) to keep Lilka alive to turn 2, and Mint uses Haste (or Deep Mist, if you see that as affecting the spell accuracy as well).
Tir and Riou ARE fairly evasive, and I meant the evade -> counter from the Hamedo itself, really. Hell, even in the midgame, I rarely ever saw Riou hit with a normal enemy physical... Wait. Does Hamedo, in-game, counter physical MT stuff if they're in range, or does it get around that? If so, then this whole floor is counter-productive to Monk, since Hamedo never gets the proper activating trigger.
...Hell, if I wanted to, I could even argue that the FFT team is hitting themselves with each attack, even though that's an unpopular view. You CAN hit nearby allies with a spell even if you're not targeting them (be it friendly or painful), so... They're killing themselves while killing me in that view.
Teleport Orb is also not floor 3. At this point, I really don't see why even bother, you're clearly grasping on tinfoil straws to even find a justification. I don't see Double Team as legal: it doesn't matter. All ST is MT, this is valid for your team and for the enemies. As I said, no making your cake and having it. Seems like that aspect of this floor consistently has failed to even enter your mind. Their basic physicals are MT. Wizard's spells are MT. Priest's spells are MT. -Everything- is MT, be it for your benefit, be it for your doom. Also keep in mind I didn't even -touch- status outside of Slow, which is fast and accurate, and Haste from TM can also keep them in the same general tide. I guess you've tried your piece. It didn't impress. Can't say I'm surprised.
There's the fact that at least half of what was named can hit both enemies and allies at the same time in FFT.
If something can only target one party at a time, it's only MT to that party, but if it can hit both parties at the same time, then it hits everyone on the floor, methinks... (EDIT out an unnecessary comment). If you allow the FFT Mages' spells to only hit my party, that's not true MT, that's just specialized targeting/showing favoritism to FFT/the dungeon by adding in a restriction to the MT that, by all means, is completely illegal.