SRWK - Jesus CHRIST, the Levlius -fails-.
EDIT: Since I'm at it, SRWW unit evaluations from the peoples I used regularly.
Kazuma (Valzacard/Valguard/Valhawk) - Um. For half of the game, the Valhawk is one of the worst Reals in the game. Kazuma is a good pilot and having a subpilot in Mihiro is neat, but Valhawk's weaponry, while sorta versatile, seriously lacks in power, and the stats are utterly generic for a Real. Once you get the Valguard, though, things shift: from a damageless Real with versatile weaponry, you go to a goddamned immortal Super with versatile - but still kinda lacking for a Super - weaponry and five pilots. This is fine and dandy, especially since the 22000 HP+nearly 3k defense monstrosity even -dodges- and its damage is fine for slugfesting. Then, Valzacard comes and epitomizes all of Valguard's perks with yet -another- pilot, across the board strong weaponry, more evade, even more defense and a 110 Will finisher that caps off at the mid 6,000s. So um yeah. It's a rather neat unit in the boiling of eggs, but, besides Valzacard's like three stages of lolgame, it's not a dominating monstrosity in everything, which is also cool. Fun.
Gai Shishioh (Genesic GaoGaiGar) - Broked. Gai gets very good at dodging and GaoGaiGar -also- has effective concrete due to his barrier and solid defensive stats. Offensively, it has insane attack power on its weaponry too (1-3 P free weapon that caps off at 6k Power? WHAT. Its boss-fighting is also crazy crazy) - the only real issue being the lack of range. All-Range Radars are GaoGaiGar's friends.
Rainbow Oni Cop Army - I'm sorta torn on them. Using them in bulk, in practice, is a good idea due to how cost-efficient they are due to the whole "upgrade four for the price of one" deal, and they benefit very well from upgrades - along with giving you some neat carryovers. On the other hand, they aren't impressive as standalone units, and their spirit sets have holes too. Reals without Focus really struggle before getting their upgrades up to date, really, and even merged, the Oni Cops don't really have the concrete to take a lot of hits. Once they get rolling, they're pretty good and worth the money, at least. But using them is a waste of time if you're not abusing the carryover. Do -not- pump up their Melee in lieu of Ranged like I did, for the love of god. >_>
Tekkaman Blade - Utterly nuts. Sure, unlike J, Blade sorta grows into being crazy (although he does so fast) instead of being stupid since forever. However, he ends up even crazier. Having ridiculous offense+amazingly versatile weapons+two pilots+high movement and godly evade = toodles. Also, he has like the strongest long-range combo attack in the game backed up by -Soul-. Double Reactor Voltekka capping off at 8100 power was just overkill.
Tekkaman Army - Dear god what were they thinking with the Tekkaman units in this game. Tekkaman Hiver has the most retarded MAP in the history of everything (1-8 Range+1-8 IFF AoE off 5100 cap. Even if you don't like MAPs in general, this one is worth abusing, and it's cheap to upgrade) backed up by game-best SP and Love and is the other half of Double Reactor Voltekka. Granted, her stats sorta suck before some BP pumping, but no big deal. Tekkaman Aki has the privilege of sporting game-best Melee - and running entirely off that stat -and- having a strong, cheap finisher combo with Tekkaman Blade. Tekkaman Somner and Vezna get a strong combo finisher at 120 Will (Double Voltekka) and another three-people finisher (Tripple Voltekka) with Hiver. And -all of these guys- get the crazy godlike evade+mobility+two pilots deal that Tekkaman Blade does. To add to that, they're close to the cheapest units to upgrade in the game, and they get huge benefits from upgrades due to high caps across the board. Range -is- an issue before they hit 120 Will (1-3 Teklancers don't really fly all that well, but then, FUBing their weaponry and raising that helps), but past that? Yeah. Worth more if you're planning to upgrade them steadily and strongly, but they're more than cost-efficient enough to allow that. The leeway you get with them by abusing subpilots is also nutsy - they also help fix the Will matters easily in general.
Sosuke (Arbalest) - Sorta cool, but he has a few issues. Lambda Drive is great, especially off his insane Will gains, but the Arbalest kinda has range/movement issues. Evasion is excellent, but you really want to give the machine an All Range Radar and some Boosters. The firepower once it hits 120 Will starts going crazy, at least, and the P emphasis is also cool.
Gundam SEED Yaoi Guyze (Meteor Freedom/Justice Gundam) - You know, the non-existant Strike Gundam failure downtime kinda gave them a more positive vibe from them in W. Very much like J Freedom/Justice Gundam, although their weapon bases seem a bit higher, which isn't bad. The MAP is also neat when you get the Will, but that's usually when you already killed a ton of people anyway. >_>
Lowe Gear (Gundam Astray Red Frame) - Complete offense monster with two pilots, inane evasion and awesome mobility that can swap into a Super with monstrous offense and awesome range! Yay! Lowe is really fun and powerful, and his machine gives some crazy, crazy carryover. Starts lousy, gets good fast, then starts getting really ridiculous. Its only low point is lacking range outside the Powerloader form, but past that? You can't go wrong with P attacks that cap off past the 5ks that break barriers off -that- Melee.
Gai Murakumo (Gundam Astray Blue Frame) - Portable Lohengrin cannons? Sign me in. Past that, Gai is a complete badass: awesome mobility+Hit&Away+absurdly versatile slugfesting. An awesome slugfesting P weapon and an awesome sniping weapon, both being Will-free on requirements, then he gets a strong sniping finisher, and THEN the excellent combo with Lowe. Basically covers all bases while being good at all of them. Excellent Will gains as well.
Prayer Reverie (X Astray) - X Astray is a really neat machine. Tons of range, actual concrete to go with the great evade, decently strong weapon power for a Real, a good MAP... but Prayer doesn't really fit the machine. He has good stats, but his spirit set compliments the range/offense game poory. No Snipe/Assail/Soul/Love/even Accel kinda undermine the mech's possibilities in that sense, although hardly crippingly so. Prayer tries to be half support, half slugfesting in spirits, and he even sorta works, but he kinda needed one of those money spirits - particularly Soul or Love - to truly make the X Astray shine. He doesn't sink it, far from it, but so it goes. He also could use better Will gains. Still liked it a bunch, though.
Angstkito (Black Serena) - YOU GET IT FOR TWO STAGES YESIU.JPG. The durability is pretty silly and the weapon power is good on the strip finishers (and then on the Double Gekigan Flare combo with Gai), but the weaponry really could be more versatile. Rather powerful, but.
Gai Daigouji (Aestvalist Gai Custom) - There for Double Gekigan Flare. Custom Aesties are actually okay, though, even if the weaponry doesn't impress me.
Orgun - Man, that's some utterly amazing weapons. Orgun is an offense dynamo: slugfesting, sniping, finishers... he has it all, as long as you can solve his braindead EN gurgling. At least, there are many ways to do that, and this makes him brilliant. In a sense, he's like Tekkaman Blade with better weapons but worse EN efficiency and lacking a subpilot. This is significant, of course, since his spirit set is really generic and a second pilot would fix that issue, and the EN guzzling is annoying. Still, that's quite an offense game. And running off a Real. W really liked damaging Reals, and that makes me go squee~
J (J-Ark) - So retarded. Functionally immortal with the insane HP, defenses and barrier, and the slugfesting+sniping are wonderful. Oh and it fucking has four pilots why. The only downside is being available for so little time, but jesus christ this is crazy.
Whoever else, I kinda forgot.