SRWW - After finally finishing Gaogaigar TV+Final a while back, started this; up to chapter 20 now. Due to pesky deployment restrictions and a desire to abuse upgrade inheritence as much as possible, I'm only using Originals, Gaogaigar, and Astray. Stuff like the Tekkaman Blade cast and the Dynamics saved for my next playthrough.
Unit thoughts so far:
Valhawk is a solid real type; good mobility, transformed mode, two pilots. Weapons are only ok, but Kazuma getting early chain attack skill helps somewhat, since it has four of those. Tons of dynamic kills for extra style, though strangely not on its strongest attack.
Valstork is good at clearing randoms, though it seems to lack the punch to damage bosses much. Micro Missles is a very nice MAP, with ranged radial AoE and no friendly fire. Lack of any (P) attacks is its biggest drawback.
Gaogaigar is really badass on everything except range and movement, which can be fixed with FUBs. Great armor + Protect Shade to make almost every random tink, it can dodge surprisingly well for something with a low mobility base, the damage is excellent, and Gai's pretty accurate for a super robot pilot.
Big Volfogg is badass; really high mobility base, and its best attack is stronger than I would've thought before playing the game while halving enemy accuracy to boot. It counts as an armored carrier as well IIRC, just in case it somehow gets hit. Volfogg's also my first PC to get Valor, so for now it's my best boss killer (...).
Choryujin's something of an investment. It can both dodge and take hits with investments, but isn't particularly good at either at bases, so it requires heavy cash investment to really be effective. The upside is that upgrades are shared between it and Gekiryujin and passed down to Tenryujin later, so if all three are used (like I intend on doing) the cast efficiency is huge. Damage isn't that great, but the status is useful for early bosses and crazy stuff like the Behemoth from FMP. Decombine abuse helps with both spreading status and doing damage, also.
Mic Sounders has definately been the weak link of the GGG cast so far. +5 will from Disc P is a free action but not really all that big a difference, and Disc M alone for damage isn't impressive. Best selling point thus far is that Mic's got two SP pools, and being the only repair/resupply mech I've invested in to date gives it use at least - just not as much as the rest of my PCs.
Nadesico... ;_; Really ugly nerfing. No (P) attacks at all anymore, and down to just two pilots. Worse, said pilots don't have any of the good defensive spirits (Alert, Guard, Invincible, anything healing), so it's not even really usable without heavy investment in its HP/armor. Not really worth the bother IMO, and it drags the Aestevalises down with it, somewhat. Not that they needed more reasons not to use them!
Deathscythe and Sandrock are just barely passable. I used them early on when I didn't have anyone, but now I just deploy Quatre for his one shot of Bless. I'll pass on evaluating Tekkaman Blade, Mazinkaiser, and Shin Getter until next time, though it's pretty safe to say they're all going to end up broken in the long run.