Tactics Ogre: Up the middle of chapter 3. It took me a while to get going despite having the game for quite a while now, because I wanted to research the system beforehand and found the sheer quantity of skills/spells/equipment overwhelming at first. It took several days of research before I got fully comfortable with my long term planning.
Thoughts on classes so far:
Knight: Tanky healer who can heal almost as good as a Cleric since healing magic is stat-indepedent. Great anytime the game gets rough, which happens pretty often. I made Denam a Knight to help ensure that he stays alive at all times. Also ended up converting my initial Cleric into a second Knight since it buffed up her durability massively while still letting her heal HP just fine.
Warrior: Solid filler units. Lack of anything long range if you don't use a crossbow kinda sucks, but Mighty Impact keeps them relevant.
Archer: The range on bows in this game is completely absurd, and the damage's not bad either. Even with low base movement they're dominant on assassination missions, making the hard ones bearable and the easy ones a total joke. Using two right now, quite possibly the only two generics I'll be using consistently by endgame.
Vartan (Canopus): See above, plus flight and 5 base move. Well, I ended up trying out Crossbows with him, since I heard they had really good finishers. The AOE on the first one is indeed pretty nice, but I don't think it was worth giving up his starting L2 Bow with its immediate, if less useful, finisher. MVP by far until I got Ninja levelled up, and has a good chance of retaining that title for the full game.
Wizard: Magic can hit a lot of physical enemies really hard, even ones who barely get scratched by weapons. That's more than enough to justify a deploy slot, though the frailty can be troublesome at times.
Cleric: Healing magic being stat-independent hurts their value quite a bit, as Knight and Rune Fencer can handle HP healing just fine. That leaves their niche as... status healing, Exorcism, and the occasional Major Heal. That's enough to merit a single roster slot from me, but no more.
Rune Fencer: Not impressed so far. It's a Red Mage-type class who's kinda lousy at everything except healing, which is passable. I've got Ravness now, so we'll see if her pumped up stats can make it more impressive. If not, I'll switch her over to Ninja.
Ninja: Getting it mostly caught up in levels was a pain, given that most random battles have very limited deploy slots (making it harder to compensate for a useless low levelled PC) and/or monsters who take way too little damage for me to bother grinding against. The payoff, though, was well worth it: amazing damage output, good speed and movement. The fact that they don't need finishers at all means I can switch unique PCs over to Ninja and benefit from their high stats/RT/starting skills and not have to worry about low weapon levels.