Ogre Battle:
Destin (aka the Lord): 7/10. Good enough and all that, I'd say Death = Game Over isn't a big deal because you can generally avoid that well enough.
Lans: 6.5/10. Knights are decent, he's a Knight+
Warren: 8.5/10. Wizard line is good, he's Wizard+!
Canopus: 7/10. Strong Eagleman out of the gate when they aren't available for later. I think utility based on mobility is kind of notable because being able to intercept units and stop them from advancing can be notable.
Gilbert: 4/10. He feels like he should be better, but it's more he comes with two Wyrms for mobile tanking, which anyone can take advantage of.
Ashe: 6.5/10. See Lans.
Lyon: 3.5/10. See Gilbert, -0.5 for costing money to recruit and offering nothing but 2 dragons in the process.
Aisha: 7/10. Solid Healer.
Norn: 7/10. ...also a solid healer!
Rauny: 7/10. Solid Muse!
Tristan: 8/10. Generals are good!
Debonair: 8/10. See Above.
Yushis: 6.5/10. Seraphim are good when you get them, but need to be complimented to work.
Saradin: 8.5/10. See Warren. I guess slightly better because he's already a mage meaning he doesn't have to worry about that Alignment nonsense.
Slust: 8.5/10. Dragoons are Generals+
Fenril: 8.5/10. See Slust.
Fogel: 8.5/10. Yeah, he's technically the best, but I didn't really notice it significantly in-game; all 3 Dragoons just kind of walk over things and don't die.
Galf: 1/10. Pain in the ass to recruit, you lose a strong weapon and a lot of rep...yeah, he only gets 1 point because Devils aren't bad.
Deneb: 3/10. Pain in the ass to recruit and not even that good on top of that.
Paladin: 6/10. Solid but nothing special.
Vampyre: 6/10. Interseting gimmick class that somehow is good even when inactive; Coffins are tanks.
Werewolf: 3/10. Annoying to get, only decent at night and awful during the day.
Tigerman: 3/10. See Werewolves.
Ninja Master: 6/10. Evasive and basically a Wizard-line Minus otherwise.
Doll Master: 7/10. Early MT damage, and when MT damage stops being special, they're one of the few with 2 swings of it. This makes them a lot better than you'd expect as a result.
Beast Master: 4/10. Kind of iffy class with little reason to use over other jobs, and no real long term investment.
Dragon Master: 0.5/10. Uh, yeah, only giving it half a point because you need to be Jogurt level bad to get 0. Pain in the ass to get, WORSE than the class it evolves from, and late as fuck, this class is a huge "what the hell were you thinking?"
Samurai Master: 5/10. Ianuki is good for busting up bosses early, but worth little else.
Lich: 8/10. Ok, so this class is absolutely broken beyond all reason, there's no denying that. SO why isn't it higher? It is legitimately hard to get. First off, Mage has a small Window of Alignment and a Charisma req; normally low Ali units are "get to 0, don't care", but Mage has a minimum of 10, which makes it all the harder. Then you need to get an Undead STaff, a rare item, followed by an Undead Ring, ANOTHER rare item. Is it worth it? Oh hell yes, these things are absurd, but that doesn't account for the fact that Wizards and Mages are merely "ok" to "good" and absolutely need to be paired with things that cover them, and given you're stuck in one of those two classes (combined with the issues I mentioned above) most of the game, I cannot reasonably give Lich above this score. If it was simply a late game recruit or something, I'd give higher, but the fact is you are using weaker classes on the same path to reach this.
Evil One: 2/10. Worst line for Males, ignoring Dragon Master and Lycanthrope? Probably!
Muse: 7/10. See Doll Master, though, even better because Thunderstorm, though Valkyrie are < Doll Mage, so we'll say that breaks even.
Monk: 7/10. MT Healing in this game is pretty amazing, before then they're still good for keeping units alive and just busting up pesky Undead units.
Witch: 2.5/10. Stun is neat but has hit rate issues later and they offer nothing for damage. Decent early game, kind of bad mid to late game, they really needed a legitimate promotion, not "can recruit Pumpkins!"
Princess: 7.5/10. +1 Actions for the entire team if leader, AND Holy insuring Undead Units can't do crap (which is the one thing Liches CAN'T slaughter)? YES PLEASE. Loses points for requiring a rare item.
Mermaid: 2/10. Bad.
Fairy: 5/10. Sylphs are great, but the way up there is kind of iffy, as Kiss isn't really reliable.
Angel: 6/10. See Fairies, only better overall. They're capable of actually killing things before final stage, but not great at it outside of Banish vs. Bosses. Seraphim of course work are your best Holy damage outside of Princess.
Hawkman: 5/10. When they become Eagle/Raven Men, they are a lot better, but Hawkmen themselves aren't great.
Demon: 2/10. Low Ali means they lack a perk of liberation that Angels have, and Dark damage is regularly way worse than Holy damage. Also you don't get Demon PC easily to recruit them on the spot like you can with Angels easily.
Platinum Dragon: 4/10. I find them adequate tanks who has passable offense though yeah, slow to grow is annoying.
Salamander: 4/10. Platinum Dragons but fire elemental.
Zombie Dragon: 3/10. Well, Tiamats are better than Gold Dragons or Red 2s, but significantly worse than final stages, and compete with Liches. YEah, that's 1 point less.
Wyvern: 5/10. High Flying monster, utility alone justifies using them.
Griffon: 5/10. See Wyvern, really.
Octopus: 3/10. Neat Gimmick, but you only get to use it so much.
Hellhound: 3/10. Ok early on, but they really don't last.
Pumpkin: 2/10. Pain in the ass to recruit, only so useful if you get one.
Giant: 5/10. Titans are good, other two kind of not...yeah average works.
Golem: 2/10. hey look it's a tank and-...oh crap, opponent has a Wizard
This situation happens way too often for Golems to have any real purpose, and they don't even properly promote.
Ghost: 6/10. A nice crutch for getting through large waves of enemies without losing any damage, just avoid the Holy damage.
Skeleton: 6/10. Front Line version of Ghosts, more or less.
BONUS ROUND:
Mega Man 2 Weapons:
Mega Buster: 4/10. Going to agree that while normally I got 5/10 for tis by default, this game legitimately hands you something straight up better.
Air Shooter: 7/10. Nice AoE and hits vertical area, kills a few enemies pretty well too.
Atomic Fire: 1/10. one point for what it can do to some bosses, THAT'S IT.
Bubble Lead: 2/10. Useful in Wily 4, and I think it can kill those spring guys...that's about it.
Crash Bomb: 3/10. Some neat gimmick uses but limited ammo and not much on conventional use.
Leaf Shield: 6/10. Handy defensive tool, pity you can't move with it.
Metal Blade: 10/10. Not going to waste my time justifying this...
Quick Boomerang: 3/10. The only use this has on Mega Buster is slight vertical tolerance and killing spring guys. Otherwise, buster is better in most circumstances.
Time Stopper: 5/10. The fact that you can only fire it once before needing to refill hurts a lot of this weapons utility, so I can't justify giving it above this.
Item 1: 6/10. Good for what it is.
Item 2: 7/10. Helps skip some really annoying sections well and generally speeding through some areas.
Item 3: 4/10. Mostly good for conserving Item 1 Ammo, and little else.