So after playing this for a bit i can say that while i generally liked the game i have some gripes most of which were probably already mentioned before:
- Symphony's SP moves are too weak compared to Avarice's and i feel like the trade off of her specials causing abnormal effects isn't really worth the lack of damage... Her lack of STR also makes her a baggage like character that i don't want to deal with...
- The skills have a rather weird damage variance level. Most of the time they aren't worth the SP usage and you're better off just spamming normal attack.
- The four enemy groups... Seriously why is this a thing seeing how likely they are to stunlock your characters and disable your whole party in just two rounds.
- The maps are somewhat hard to navigate... Also i feel the maps lack a bit of detail (they feel too "flat") .
I also saw someone here suggesting that you could add a merchant and i too think that it might be a good idea, but personally i would make the merchant somewhat hidden as a sort of reward for people actually willing to explore each area thoroughly instead of just blazing trough the game...
Anyway these are all just my opinion and as such should be taken with more than a grain of salt so yeah...
Symphony is always the one getting complain about it seems

Poor girl, but I do get what people mean, statwise and special move wise early one she isn't the greatest, as she's more of a support style character than Avarice's all out damage approach. This is probably a mistake on my part during the initial design of these two characters, as I designed what Symphony was going to be like and what moves she had, while I let a friend of mine design Avarice in the early days of development. Her main point on the team only really picks up once she's level three and gains her buff special ability, but even then, you use it once, and then repeat again later when it almost wears off if necessary. I'll look into her special moves damage and status condition chances, and see if maybe tweaking them a bit might help her shine a bit more.
As for the damage variance, I've had this mentioned a few times we this update, so I'll be taking a look at all the special moves then I guess, ah well, learning what problems I have with character and move development now will help me to make better games quicker in the future.
The four enemy groups, I know then can stun lock the player characters quite easily, but that's why they exist, as a challenge for the player to overcome. I think the main problem to this is usually that if they all do their grapple attack on one character and then you fail the struggle chance, the player feels disassitisfied with the game as it was all beyond their control. I don't really want to remove four enemy fights as I like having a maximum of two enemies per player character, especially as I plan on creating a game in the future with this same game system, but with more than just two characters in it.
When you say the maps lack detail and feel "flat", what do you mean please? I'm new to design and creating maps myself, so any recommendations on how to improve them are greatly appreciated!
As for the Merchant, are you sure you played the latest version of the game? In the second part of the game (The City) you meet the Merchant character early on into the level, true he only appears in key locations after that, but he does exist within the game, as I added him due to fan requests for him, but I only wanted to have it make sense within the story for him to be there.