CT: I certainly do allow such moves, but Roger has trouble getting enemies to wander into his land mines IIRC? If he has some reliable way of setting up Land Mines -> knock enemies into them, I'd be willing to hype him in the DL.
DHE: Blargh. How to put this to not start a flame war? Yes, I know this is the dueling league. I specifically stated that the usefulness of traps with other characters was a subjective factor in how I harshly I want to grade an ability. You are free to disagree with it, or for that matter to anti-hype them for in-game use, but it's not a new insight. I do try to take into account in-game usefulness for DL interpretations; when there are unclear issues that can be resolved either way - which there always are - but one hoses something useful in-game, I likely to try and pick the other interp which reflects its value.
As for in-game use itself (and sure it can be discussed again at the in-game use topic), in Aht's defense, I'd also point out that I'm not sure I can ever recall enemies moving to the back row in RH. And in-game, moving enemies are great for Aht - much more likely they'll trigger a trap. I think Aht translates to the DL fine: there are some enemies that totally hose her traps like the giant spider, sure, just luckily for her there's not that many huge enemies / people the immune knockback in Middle. I certainly wouldn't let her knock around, say, an immobile Fire Emblem boss or Evil Gaia. Also, if you're hyping bosses as being good those that immune Aht's tricks, well, that cuts both ways! That kind of implies Aht's tricks are good when they work, no? In the final 5 boss sequence, I killed the first boss (P) with pretty much Aht damage alone off just 2 traps, and also killed the fourth boss (V) extremely quickly and before her support via trap damage (just 2 there as well, I think).
Anyway. Just to be sure here. You let characters fighting RH opponents spawn anywhere in the grid and move? Do you include damage bonuses / penalties in this? Because things get *really weird* if you don't. A dueler starting in the front can't be Grappled by Marco / Rosch and thus can't be subjected to extra physical damage, for example? Or does get Grappled, moves nowhere, and then magically gets the damage buff / defense penalty? If you do, then this is something of a headache as each fight potentially has to be interpreted 3 different times based off where the RH opponent spawned. Plus, what about characters for whom moving is plainly legal, but whose systems don't have a bonus / penalty attached to it, like Raquel? Can Raquel Move & Attack, charge a little, and say she moved to the RH front to get an attack bonus?
The answer to me is that this is a giant headache. No, you can't. You can *move* but you can't change RH rows unless an RH character's positioning sets you up for this, or you have some sort of row-changing ability naturally. And furthermore, a character always starts in the center row with no bonus nor penalty to damage / defense. (To continue the WA4 analogy, I wouldn't apply the small elemental resistance buffs you get from standing in a Wind Hex to duelers fighting WA4 characters either.)
Incidentally, I got to do some trolling in RPGMon with Aht awhile back, and Ref Pyro was considerably harsher on this than I was, FWIW. Aht could drop traps and there was 0 anybody could do about them aside from wait for the eventual Push Attack, though I'd have been in favor of letting say FF9 characters row-switch to try and avoid a trap. (Note that FF9 does not have a "move back and left" option, though, so this only works in a RPGMon / team setting when you haven't been trapped yet; it only helps in the DL if you have an explicit 'move back' command and outspeed Aht, lest moving backward be suicide.)