so if we're including Ubersquire hype, I can see Ubersquire > Mediator
Hmm...I mean, I think in mc-pickban, just counting Ubersquire as a squire is probably fine. In Snowfire-pickban, Squire and Ubersquire should probably be considered different classes. Otherwise you get Move+1 and Gained JP Up on all your characters, while also getting a damn good class out of the deal, which kind-of negates a lot of the drawbacks that the system is supposed to introduce for picking Squire.
I think a lot of people just plain like variety in their teams, so forcing that variety seems legit. Same reason people usually won't run 3+ of the same class in a Fire Emblem game even when that can technically make sense.
I've totally run all three Pegasus Knights in Fire Emblem. And...I mean, if you actually look at the FFT GameFAQs board, you get a lot of people who run multiples of a class (frequently multiples of Knight for some reason. The FFT board is pretty bad at FFT >_>)
Looking at a random let's play...
https://www.youtube.com/watch?v=kRXva3zkt0U&index=21&list=PL816CCC5FD8202FDDTwo summoners in this...hilariously overlevelled Chapter 2 party. (The summoners are Male, the female Geomancer attacks with an axe, and the Lancer tries to jump on someone with 90 CT. Awww yeah!)
Skipping forward to another point at random:
https://www.youtube.com/watch?v=-qeFYNeOPgw&index=48&list=PL816CCC5FD8202FDDWell...Agrias and Orlandu make up almost half the party, but hey look, 2/3 characters with Jump now! And at least two Samurai (Ramza was a Samurai in the Chapter 2 fight; admitedly a Ninja now).
I dunno, it's FFT; people tend to fixate on jobs they like. And the mechanics encourage this, through job levels making you gain JP faster when you fixate on a job, to stat growths that fit the job but are bad for other jobs, to spillover JP that encourages other characters to dip into that job.
I agree that there is a psychological tendency for people to want "one of everything"--I experienced that the first time I played Starcraft Brood War Online, where I built one of every Terran unit, and someone walked in with 30 Dragoons and wiped me out. Starcraft is not a game that encourages "one of everything" gameplay; it encourages maybe two or three types of units that go together, and ignoring the rest of the tech tree until maybe later in the game. FFT is similar.
Anyway, so I did have one more draft I wanted to run through. So I mentioned before that on banning Chemist, team 2 could think about allowing Calc through. I think they still want to do this by banning Squire--if you don't ban Squire, Calcs will pick Squire 100%.
Team 1: Ban Chemist
Team 2: Ban Squire
Team 1: Calculator. You really are kind-of stuck into first picking it if it doesn't get banned.
Team 2: Wizard Summoner. Obvious pick is obvious.
Team 1: So...this is the point where the Calc team largely starts drafting stuff to screw over the non-calc team. Definitely picking Priest here to screw their revival. I think Monk without Gained JP Up is not that threatening. Ninja is a thought, though that would be almost purely a denial pick, cause you're probably not unlocking it. Time Mage...thing is Wiz/Summoner don't really want Time Mage that much. MAU Summon is usually better than Short Charge Summon. That said, denying Teleport is a big deal (when used well can impact a fight at near Auto-Potion levels). And Time Mage still has a lot of synergy with Wizard and Summoner. You're pretty cool with both having Haste and MP Switch. So...sure, Priest/Time Mage
Team 2: Well...they didn't block Monk, and they probably will block it soon, so...Monk. And...ok, while they'll still get to use Yin Yang Magic through Math Skill, I don't want to just hand them Oracle, let them use YYM a full chapter early, and give them like...the second best physical attacker in Chapter 2 (a chapter where they'll be struggling and looking for a haste target). Monk/Oracle
Team 1: Let's see...they have Monk, so make that less useful by picking Ninja. Thief to deny any movement abilities is a real thought too; denies any possibility of them getting Chapter 3 Chantages as well, guaranteeing this party will be better at that point. Ninja/Thief
Team 2: Well...Mediator is open. I don't think it does much, though. Really could not give a shit if the calc team gets Chantages in Chapter 3. (Oh noes, you're much better than us in Chapter 3...around the same time you get Math skill). Faith modifying also doesn't do much to close the gap between the power of Mathskill and the power of Ramuh. I think Geo is a fairly relevant pickup for Monk. In the absense of Ninja, Attack Up Monk is fine. (Also, no move means Geo's 4 move matters). Hmm...Mediator for a small amount of faith modifying, and guns still sounds like a bigger deal than like...Knight for Weapon Guard. Mediator/Geomancer
Team 1: Basically Time Mages and Priests are a bunch of supporting type characters; would like some damage dealers to haste and heal. Knight has good stats Chapter 1. Lancer has good stats Chapter 2. Archers literally for their bow damage...eh...no I'm pretty skeptical about that. Samurai might be worth denying, but the enemy team currently has no Gained JP Up, and no movement abilities so...nahhhh. Knight/Lancer.
Team 2: Ok, what's left? Archer, which does almost nothing for either team really. I guess it gives Arrow Guard if you grind for it, but this team isn't using Concentrate, and the other team probably is just going to ignore their Ninja pick. Samurai, which does a little bit for this team. Bard which...honestly is mostly used for MP restoration, but MAU Summon is not very MP hungry. Technically it's Move+3 though! This team actually wants that. And Dancer, which probably neither team would unlock. Thinking...Bard/Samurai.
Team 1: Archer/Dancer
Team 2: Mime
So...teams are...
Team 1: Calculator, Time Mage, Priest, Ninja, Thief, Knight, Lancer, Archer, Dancer
Team 2: Summoner, Wizard, Monk, Oracle, Mediator, Geomancer, Bard, Samurai, Mime
Team 2...Wizard/Summoner is absolutely filthy, and you kind-of don't use most of the rest of your classes much. Probably some faith buffing. Likely one Monk for revival and MP battery. Maybe a lategame Move+3 on Ramza or Blade Grasp or Draw Out. Probably Move-MP Up from Oracle, actually; no real competition for that ability this game. I will say this team lacks a reaciton ability (outside of the relatively lategame Blade Grasp)--maybe should have picked Archer or Knight.
Team 1: Hmm...you know, this actually has all the pieces for a rather good Ninja (Ninja, Thief, Archer, Lancer, Time Mage), particularly for Ninjas to party with mathskillers (Jump best skillset for that). Although hmm...given the lack of gained JP Up, if you have four people training as mages and one physical character, the mages are going to gain JP about twice as fast...which means calc actually comes online before Ninja gets unlocked. I think a physical character is still good (sometone to haste/heal) but like...it'll probably be a Knight in chapter 1, and a Lancer in chapter 2/3, and I'm not sure I'd want two just because of the loss of spillover JP.
Obviously Team 2 wins the earlygame. Even mid chapter 3, a Ramuh from team 2's MAU Wizard with faith buffing will......quite possibly out-damage CT5Holy from a Time Mage. It won't have the global range or the team heal. But on the other hand...speed 6 is bad for calc (clocktick 17 is not useable). Speed 7 you get to act first turn (clocktick 15), but second turn...you either waited after acting and it's clocktick 26 (useless) or you used your move and it's clocktick 29 (useless). Speed 8 is useless (first turn on clocktick 13). Speed 9 is useful if you have CT4 (first turn on clocktick 12) and you can chain turns (wait on spot, get second turn on clocktick 20; also hit by CT4). There's a lot of conditionals there; you have to reach speed 9 (Priest with Green Beret and Sprint Shoes? H Bag isn't until mid Chapter 4) and you have to know CT4 instead of CT5. So...I dunno, Math Skill is still better, but given that your damage is probably lower, given that Calc's second turn is probably a bust...I think Wizard/Summoner hold on to the lead for a little while (until multiple Mathskillers are operational and not training in the Calc class...so...probably past the midpoint of the game).
I think this puts team 2 ahead overall, despite letting Calc through. Likely could do a little better by drafting a cheap reaction ability (like Knight, which also denies some earlygame to the Calc team; probably Knight/Mediator instead of Mediator/Geomancer for their 5th/6th pick?) Although...then again, Monk might just get everyone HP Restore through JP sharing, actually, and that's better than Weapon Guard. So...nevermind. >_>
If speed is valued... it's probably worth noting that the current no math speedrun routes lean heavily on Time Mage/Samurai. They also use JP Scroll to insta-learn those skillsets - but the result is very strong.
Yeah...I don't count JP scroll as legal. Some skillsets are JP scrollable. Some are not, and this means that some jobs that aren't scrollable are just arbitrarily garbage. (Also speedruns care about animation time, which makes Summon bad...and yeah summon isn't bad. FYI).
But yes, if you can instant-learn all of Time Mage, it's a crazy strong class. It's held in check significantly by JP costs.