Since I never played any of these right when they came out, I was ok using spoilers. There's just no way with a game like TO or FFT that you were going to stumble across even half of it, especially when they're all scenario-restricted. So after my first run at TO, I just started going into game with walkthroughs, not for how to beat them, but just to be sure I didn't miss anything huge.
That said, I think you got way more out of special characters in FFT than in TO. TO you can get away with all your line troops, although the special characters stat lines can be really, really good. (Ashe, for example.)
I'm not too worried about the focus on mobile plataforms. While I never understood mobile consoles and playing games on phones, as long as I get a working PC version I'm fine with it. It doesnt take a powerful plataform to make a good turn based tactical rpg, and mobile plataforms today are a lot more powerful then they used to be. If they add good mod support then the PC community will take care of enhancing the PC version.
More it's just I don't like things compromised by design necessities. Take Shadowrun Returns for example. The whole UI is designed for phones and tablets. So buttons are
huge. Menus aren't smart or efficient because they have to work with your fingers. There was an absence of hotkeys at release, might still be. Nothing that ruined the game, but lots of things that left me going "Yeah this would have been better had it been designed as a PC/Mouse/Keyboard UI." There's an assumption out there that you can just slap a mouse into any UI and get the same UX. It's not true.