Also, does the ST dmg modifier offset the class disadvantage?
no, Advantaged Characters deal 30% bonus damage while Disadvantaged characters deal 30% Less, so even an Advantaged AoE-ist with similar ATK will outperform a Disadvantaged character, since they deal abt 390% with their Skill and 130% with their attacks a Disadvantaged character deals 490% with a 700% Nuke, 560% with a 800% nuke and 70% damage attacks, so the difference in nuke power is easily settled in abt 2-3 turns as they deal nearly twice the damage on Auto Attacks, on top of the fact you could potentially die since they nerfed Lifesteal so you can't even use the bonus damage to keep spamming nukes and expect to survive. This is why I pretty much had always slot in Yukikaze since she's a Neutral ST most of the time. Since Neutral ST will deal 700% and 100% Attacks, 310% difference will not break even since most characters generate Nuke SP in 7-8 turns, but also, the more I nuke (SP Gen, taking more damage or Cyan Proc), the larger the difference becomes
My case above with Tokiko is obv a very special case because she's Primarily taking the role of my Buffer here and not a Damage Dealer with her 100% Uptime 60% ATK Buff. The only other set ups that could take over this role and still have a Healer/Buffer/SP Generation set up is Shizuru (Buffer/SP Gen) + another Healer (Twins would only act as a Healer as both SP Regens will or at least should not stack) or Twins with another Support like Event Yukikaze or Ayame, which would require dedicating 2 slots for Pure Support, while in this case I have a Healer + SP Gen on 1 slot and a Buffer + DPS role making it more like 1.5 Support roles but fulfills the above Support conditions. Not to mention Tokiko Lead herself can outdps a lot of characters since she has a Base 800% Nuke and 200% Auto's with her Lead double attack which also doubles her SP Generation speed, so she'll nuke 2x faster than you most of the time without having to commit a 6Pink set up (2P 4O, with Twins you can't really drop low easily granting her 60% ATK Up and Lifesteal)
Extra note on why you always want a Healer/Buffer/SP Gen set up specifically for Raids
Healer: Don't have to say why, with the nerf to Lifesteal, it's practically impossible to sustain long games without a healer now (you could spam items but uh.....) 2B + 4P can be used to cut your heal timer down to 3 turns if they generate 40 Base SP.
Buffer: Multiplicative damage bonus which reduces enemy Effective HP, if you thought Tokiko running 60% Bonus ATK was scary, try multiplying her current ATK by another 60% aft that.
SP Gen: The key member for 100% Buff uptime and 4 Turn Heals, do note your SP Generator NEEDS 2B 4P because unlike the rest, you need to regenerate 300 SP in 2 turns since SP Regen lasts 3T. This is possible by 2B (25SP) 4P (64-66SP), SP Regen (45) with 1 tick of the SP Regen on the turn, you need to generate 255 SP over 2 turns which 25 + 66 + 45 = 136 per turn will cover. 100% Buff Uptime requires you to buff on the 4th turn after the buff was used, this means 3 turns to generate SP or 100 SP per turn which requires 2B + SP Regen minimally on 40SP Generation chars on top of having enough Speed to go first since the buff will end, but because you refresh it before the rest have taken their turn, the buff is applied for their turn. Your next best possible approach to this is to run 2B 4P for 25SP + 160% Attack SP Regen (64 SP for 40 SP regen attacks) which totals 89 SP, giving you a 1 Turn downtime/Heal delay, but also sacrifices a Defensive slot like 4 Yellow for Status Resistance (Can't buff/heal if you get Silenced/Petrified/Stunned, especially big deal for Shiranui who has Team Status Cleanse on her Heal). Likewise, you can 2B 4P your buffers with SP Gen so they cast on the 3rd turn instead of the 4th if your attackers are too fast.
Now before you go, wait, 3 Turn Ults? What bout swapping Attacker 2 Cyan for 2 Blue then? Don't. Blue + SP Gen only provides consistency on Ult usages specifically from the SP Gen portion. This is important for Supports because they need to refresh everything when they end or for healers, they need to top you up when you actually get damaged. Attackers need to spam and Cyan statistically provides 3 Ults over 30 Turns but could potentially provide MORE since it's an RNG factor. Blue also only provides 750 SP over the 30 turns, which is 2.5 Ult usages at best, 0.5 less Cyan's Statistical Minimum. So even if you didn't have Blue, the SP Generation portion will cover most of the bonus Ult casts. Bonus points is if you were 45 or less SP to getting an Ult AND THEN you proc your free cast as well, since using a skill provides no Attack SP Regen, the buff will top it up for you rather than you attacking and topping it up. Same reason, Blue could also over-regen you and waste part of it's regen
My luck has run out... I tried to get this new SR in the pick up gatcha.
I used all my 250 crystal, 18 tickets, 3 HR tickets and yet not a single SR.
did you remember to buy the 2 tickets in the shop? The Ticket based gacha has 1 of the rolls being a Guaranteed Event Char with the rates for the SR skewed to like i think 7%, double the usual rates