I'm not changing the characters on the fundamental level; gameplay wise, I'm not fucking with MF6 as its been handled delicately thus far. Outside of a few minor tweaks, the characters are not changing. So yeah, you can forget THAT idea.
Yuri using Blitzes works anyway cause half the animations/effects were already well crafted to him, especially since the Blitz user was Sabin who also was a Fist Fighter much like Yuri!
Changing Blitz inputs is a bad idea, though; I made them with the idea of Blitz inputs being remembered (sans...For Everyone, a Blitz Input even I can't remember cause well, I NEVER USE SPIRALER, and half the time, I don't even get Sabin high enough level to learn it, so I never had a reason to care!) And yeah, Snow's right; Blitz inputs are easy on a keyboard if you know some tricks (double tapping is the big one, since it allows you to bypass diagonals, which is the big Keyboard problem.)
Fayt's handled well enough in a way that I like. He starts the game kind of weak (just like SO3), gets much better starting midgame, when Multi-jump starts kicking in, which is akin to when he starts getting ACTUAL MOVES ala Side Kick. Never gets really bad after that, always remaining fairly competent. It apparently ended up working nicely just going with the idea of "Better weapons to use Jump with!" as well as a few gimmick options (He's the only character who can use Levantine *AND* X-fight at the same time, leading to a Valiant Knife-like scenario.)
I dunno, Ciato's assessment apparently has stated that, beyond some tweaking, it sounds like the characters are reasonably well balanced and representative of themselves. Things that are hard to work around are stuff like Rolf who by nature, is tough to make work well due to the variety of factors involved (in that he CAN end up good, but there's no guarantee that someone will use him enough for that. I've since tried to alter enemy scrips to give more chances to learn significant stuff, like changing various instances of Fire 3 to enemies using Nafoi instead.)
Speaking of tweaks, one such one I made was giving Tir Ice 3 (learned via his ultimate weapon, which now serves a slightly more significant purpose by extension!). This gives him SOME form of offense, if significantly worse than his best, against things that resist darkness. It occurred to me that its a dick move making Tir get totally screwed by Dark resistance and he's one of your best cannons, so I should give him at least a half decent fallback. Considering that Dark Resistance was not really a hindrance to Tir in his home games (S1, Soul Eater was TECHNICALLY Non-elemental, and in S2, he could use other Runes due to more Rune slots, so he had potential fallback options), felt like it wasn't really hurting the mold of his character (and he can learn the level 2's as is, so he does have Elemental Variety mid game, just yeah, stuff like FIre 2 aint gonna last the entire game.)
Why Ice 3? Well...
A. Outside of Terra and ONE Summon (Zero), Ice is an under-represented Element.
B. Tir's only B (relative to all his Cs...and his A in Darkness) in Suikoden 2 was Water, which in Suiko-verse, covers Ice spells for offense...at least from S3 and on but shut up!
C. Tir already has Silent Lake, so clearly he already HAS a Water/Flowing Rune! <_< >_> (and the fact that he can use Healing from Materia is further proof that HE HAS SOME FORM OF WATER RUNE IN MF6!)
He also got Drain added to his skillset (learned from Dragon Fang Staff), just for the whole Darkness Rune thing, as well as a nod to Suiko 4 where the Instant Death became Parasitic Healing. No, doesn't really do much to make him better or anything, just an added bonus that felt appropriate to his skill set.
Tl;dr: No to changing skillsets around on characters (beyond minor tweaks within the skillsets themselves), no to changing animations cause I like them how they are, and no to changing Blitz inputs!