Re: Sword and Sweetie (ソード アンド スウィーティー ~果てしなき欲望~)
I've been running a warrior and caster, with the warrior placing her bonus points into white magic and the caster keeping black and white magic at equal levels. Some specific things that I've seen;
The warrior is the most mobile and can easily maintain her damage output since none of the warrior abilities use mana, only (relatively short) cooldowns. She also has a block ability (learned at I think rank 5 or 6 warrior) that allows her to completely ignore grapples and attacks for about 1.5 seconds, with only a 2.5 second cooldown (approx). You can escape from a grab and hit block and when the enemy tries to re-grab you they'll just run past.
The Black Mage is loaded with damage abilities, including (so far at rank 7) 6 different kinds of bolt attacks (not sure the differences between each) and a devastating area of effect attack that unlocks at, I think, rank 6 (might be 7, don't quite remember). The Black Mage also gets some utility spells; clear skies, rain, make day/night and at rank 5 they get a town portal spell that you can use in place of crystals (requires out of combat to cast I think). Their main downside is they have no real defense against anything, so they get grabbed and beat down constantly. I've been selecting my mage and running her out of the battle so that the warrior can tank all the enemies for her, which works wonders with the area damage spell.
The White Mage is loaded with resistance buffs, status cures and heals, but has no real offense. Her physical attacks are laughable, her one damage spell has too long of a cooldown to be spammed and she has no abilities to get her out of danger, however her heals are game-changing, the basic one restoring 30% hp and the second tier being worth closer to 70%. She also has a bunch of what I think are elemental resistance buffs; cast on an ally to reduce damage they take from certain attacks. On top of all that, the White Mage gets an antidote spell for poison and a cleansing spell for any other status effects. While this doesn't end grapples or the stun invoked when the Ep bar fills out, it can get rid of that annoying status that makes your characters trip over themselves and fall every 3 seconds.
Basically what I've been doing so far (level 10, area 8) is I've been leading with the warrior, then when an encounter happens I select my mage, run her out of the fight and use the area effect spell, then switch back to the warrior and use all my skillset, blocking whatever I can and using the wind slash abilities to get the mage out of grapples. Also, when my warrior had extra class points I couldn't put in warrior, I put them in White Mage, meaning both of my characters can heal, which makes everything a LOT easier.