Just some ideas. CK, please tone down as you feel necessary. I'm just bringing them to the table:
Citan "I am faster than Ragu 4" Uzuki (XG) - Loadout: Strongest Sword /w Speed Shoes (Auto Haste), Speed Ring Plus (+2 Speed), Speed Ring (+1 Speed). Option to swap Speed Ring for an armor piece (that armor that increases damage as HP drops).
Pretty simple premise. Citan is 13 base XG Speed, which translates to about 158%-168% average. Due to XG's speed mechanics, being at the highest possible speed of 16 makes Citan about 335% average. Speed Shoes gives him auto-haste so he can get started on offense turn 1 at 771% average, making him faster than even Ragu 4 of the mighty 684% average. Two big weaknesses about this set up: Citan is still all physical and sacrificing all his accessory slots for speed drops him to pitiful defense (aka: Dies to a breeze). Brings a new meaning to the term 'glass cannon'. Option to swap out armor for 1 speed, but that 1 speed drops him from 771% to only about 540% so a pretty significant hit and may not alter much.
Clive "hits like a freight train" Winslett (WA3) - Loadout: Selection of 3 out of 6 Mediums and is locked into that selection for the match. Offensive mediums being: Fiery Rage, Aqua Wisp, Brave Seal, Lust Jaw, Hope Shard, Gale Claw. Mediums equipped not only have their default passive skills but have the following gears equipped as well: Amulet (Status Guard), Violator (Finest Arts), Heart Leaf (Misery Ward), Prism Crown (Elemental Ward), Baselard (Power Cancel)
More complex than the above. Hard to turn a character who is 65% average speed and not named 'Raquel' with a viable twink, but let's give this a go. The idea is to give Clive all the offensive oriented mediums (sans Flash Hit) then give him skills to see if he can pull off what he is the best at doing arguably in-game. Build to 100 FP with an empty ARM then smash with Finest Arts. Even without Finest Arts, this set still gives him access to Elemental physicals and Weakness boosts that damage by 4x. This set up also allows Clive to turtle a bit through Elemental Blocking, near all status blocking (he's vulnerable to POIZN! HYPE) and the ability to cancel his action on the current turn for no cost. Along with some of the other default skills on the mediums such as SOS Support and FP Charge, can prove to be nasty for a limit phase as well. Its main weakness its kinda slow at setting up, as it takes a minimum of three turns before the killer damage comes out.
Raquel "Dark Phoenix Rises!" Applegate (WA4) - Loadout: Goat Doll (Auto-Revive on death at 1 HP) /Prism Staff (Grants 25 FP on at 20% CHP)/Berserker Badge (damage dealt and taken is multiplied by 1.5x (assume she has 3 badge slots), Equites/Princess Sabre for weapons
All you need to know about this load out is that Goat Doll combos with Red Zone and so does Prism Staff. The only way to stop Raquel from getting a turn in this set up is using *very* specific status such as Petrify/Eject. Berserker is a hilarity option being a double edged sword but lets her hit harder and also die faster. Once she does, she'll come back with 25 FP loaded and now smashes the target with 3x the damage on the first swing and 1.5x the damage on the second. Some weaknesses - as noted before, while this set up neuters most status, some specific status will still get her. It also gets spoiled by POIZN (more RICHARD HYPE?!), as that will cause her to instantly die due to 1 HP and POIZN damage being applied at the start of the turn for WA4. It's also still one dimensional and still runs off Raquel speed.
Squall " Vice Prez RICHARD approved challenge" Leonhart (FF8) - Loadout: Active one GF choice, all magic available for junctions/abilities.
This is the same style concept as the RICHARD approved challenge that I did, only now in a DL context. Squall is allowed to choose for every fight to equip any one GF of his choice, but ONLY one. He can equip any magic to his junctions and in essence also has access to all spells. To save CK some trouble, here's a general list of what each GF offers from the challenge. Unless otherwise noted, Squall is always limited to 4 commands 2 abilities. His default command list will always typically have Magic/GF. So if there are more commands he wants, he has to sacrifice a slot for them:
EDIT - As a limiting factor to 'All magic', while Squall has all magic for junctioning, in battle, he can only cast what he has junctioned.
1) Carbuncle: HP/Mag/Vit junctions along with St-Atk/Def. Passive: HP+20/40%, Vit+20/40%, Counter and Auto-Reflect. Can equip 3 abilities
2) Brothers: HP/Str/Spr junctions along with Elem-Atk/Def. Passive: HP+20/40/80%. Command: Defend (Immunes physical damage and halves magic damage)
3) Cerberus: HP/Str/Spr/Spd junctions along with St-Atk/St-Defx4. Passive: Auto-Haste, Spd+20/40%, Expend 2-1 (When using Magic through Double, consumes only 1 stock). Can equip 3 of these abilities.
4) Shiva: Str/Vit/Spr junctions and Elem Atk/Def x2. Passives: Str +20/40%, Vit+20/40%. Command: Doom (16 seconds to live, BRO. Laggy approved)
5) Ifrit: HP/Str junctions and Elem Atk/Defx2. Passives: HP +20/40%, Str+20/40%. Command: Mad Rush (Adds Protect/Haste/ZERK to user)
6) Pandemona: HP/Str/Spd junctions and Elem Atk/Defx2. Passives: Str +20/40%, Spd+20/40%, Initiative (First Strike in battle). Command: Absorb (Functions at the same power as Level 1 Spell, but can damage undead and goes through Shell)
7) Quetzacolt: HP/Vit/Mag junctions and Elem Atk/Defx2. Passives: Vit +20/40%, Mag+20/40%. Command: Card (Turns enemies into Triple Triad Cards. Always 1/128 chance to succeed. Success rate increases linearly to the relative percentage of HP lost by target. For example, if at 1% HP, then 99% chance to succeed)
8) Siren: Mag junction with St Atk/Defx2. Passives: Mag +20/40%. Commands: Treatment (Heals all status ailments)
9) Diablos: HP and Mag junction with St-Atk/Defx2. Passives: HP+20/40/80%, Mag+20/40%. Can use 3 abilities. Commands: Darkside (Sacrifices 1/10 HP to deal 3x the Phys damage)
10) Alexander: Spr junction with Elem Atk/Defx4. Passives: Spr +20/40%, Med Data (doubles healing items). Commands: Revive (Full Revives target. Relevant as can combo with ZMOBIE)
11) Grefter the Doomtrain: Elem Atk/Defx4 and St-Atk/St-Defx4. Passives: Auto Shell. Commands: Absorb, Darkside
12) Bahamut: No junctions. Passives: Str+60%, Mag+60%, Auto-Protect, Expend 2-1. Can use 3 of these abilities
13) Tonberry: No junctions. Passives: Eva+30%, Luck+50%, Auto-Potion. Commands: Lv Up, Lv Down, Initiative
14) Leviathan: Spr junction with Elem Atk/Defx2. Passives: Spr +20/40%, Auto-Potion. Commands: Recover (Full Heals target. Caps at 9999. Relevant as can combo with ZMOBIE)
15) Cactuar: Eva-J and Luck-J. Passives: Eva+30%, Luck+50%. Commands: Defend, Kamikaze (Deals 6x MHP damage to target, kills user. lol)
16) "Legendary" guardian Eden: Spd, Hit and Eva junctions. Passives: Luck+50%. Commands: Mad Rush, Darkside, Devour (Consumes a low HP target. Produces various effects on user if success)