I've made a habit of trying to render my own slight accent into type so I... kinda appreciate the effort. That said, it must be said at all opportunity that accents are an infinitely better idea in voice than in print.
Mana Khemia 2- Finished Raze path. Ended up klutzing my way into the Et ending, but really I think I like Et the most anyway, so it saved me agonizing on the "character I like or infinite trainwreck" decision.
Plot? What plot. It's just the tale of Flay and his alchemic bootcamp. Until the ending which has 0% Flay and is terrible (not really. Villain is funny in his dementedness)
Raze- Sometimes I wonder if they didn't have two different script writers. One for CQ Raze, where he aways came across as in-the-know and not sure if he should laugh openly at the madness around him or keep silent and let the train wreck some more. The other, for the 'plot', was perpetually annoyed and hated his life. CQ Raze is so much better.
Anyway, everything falls into place with Fallen Leaves. After that, it's... kinda your main offense. Really, other offense starts to feel wasted because you're too busy scraping healing from the team that sucks at it. I may, however, be biasing towards the endgame memory-wise.
Lily- Living trainwreck. To say more is to say too much.
Whim- Simultaneously awesome and woobie. Needed better VA.
Nice cost efficent mage. The trouble is, I swear that half the goddamned randoms resist Ice, diminishing her a notch. Admittedly, I only occasionally changed up my accessories so her CS options were less than stellar, but even then the cost difference is pretty notable and cuts into her big advantage over the other mage.
Et- Adorable. Her freakish strength factor was used... pretty wisely, always in places where it wouldn't derail the story or get tiresome.
Feels diminished from Nikki/Anna, whose niche she's filling. This is pretty much entirely a damage-per-SP issue. On the flip side, Blinking/Twinkle Moon are actually respectable as damage, so even if you don't want to use her card moves as 'finishers' (because you don't want them displacing Freezing Lance/Falling Leaves) she does well at "pile damage and swap the hell out".
Yun- Kinda boring. Doesn't work as the straight man as well, although he seems to be there to be the straight man when Raze is too emo. His 'daughter' though is fun enough, kinda reminicent of Muppy. Better than nothing.
Very much a filler character. For the most part he just was there to relieve injured mages or SP-spent Et. That said, his durability/speed combo makes him the best overall item-boy, helpful due to aforementioned "Team Raze doesn't heal so well".
Puniyo- Better in other people's CQs/the 'plot' than in her own. Super Puni Bros. also work well. Works when someone needs to say something tactless or otherwise blunt, in particular.
Takes a long time to really come into her own. CS's are useful but SP can get problematic, although all her healing spells picking up the ability to revive keeps her useful for that. The Puni Ball attacks are quite good but I really didn't use them enough to say so unfortunately. EVENTUALLY, and I think I in fact missed it for a long time, I got Taro's Strictness and she was the glass cannon, although I still favored time card offense over immediate damage as a rule.
Hm. Kinda a borderline 7-8. I dunno... what it is exactly, but it just lacks some of the spark from Mana Khemia despite the refinements to the system (ALL THE SYNTHESIS IN ONE PLACE. NO "YOU MISSED THIS ITEM HAHA LOSER" PATHBLOCKING. ETHER LEVELS MEAN SOMETHING AND ARE HELPFUL AND MAKE SENSE.) I'm at a loss as to why, honestly. The party being cut in half leaving you with less utility? Or... maybe it's just that the MK1 crew felt more like a team, whereas MK2 just kinda... is everyone being tormented together. I dunno. Whenever, in the semi-distant future, I get Ulrika done, maybe it'll make more sense then.