Rider trainees can't promote to Nomads, instead they can promote to Wyvern Riders and choose any of the three rides.
I'm not so sure I see the point of this. Don't fix what isn't broke and all that.
Priest trainees can't promote to Monks.
Now this I'm against, because it strikes me as silly and I fail to see why it can't be possible. Priest Trainees are initiates of faith, why can't they continue on in a faith based class? Not only that but it leaves them with two, which is only shared by performer trainees, for little reason.
Something for the Pegasus Rider?
Pegasus Riders seem good to me, they're all about maneuverability after all. Weather pretty much doesn't change how they move with Cloud Walk.
Battle Mage Imbue Arrow side effect for Fire change.
Yeah, its effect is both unclear and bothersome. I also dislike the 'when you miss' effects for this class personally because its on a class that will almost always never miss due to the frequent focus on skill.
Memory Magic.
Very much needed, or something stronger to hit call magic into the dirt with should it not be enough.
Removing Momentum's limit.
Nothing wrong here.
Forest Knight trapping rework.
Forest Knights seem fine to me personally, although them lacking a sprite bites. I suppose taking the spies into account, it is a little odd however now that there is a class that's more focused on traps. Perhaps take a page of the crusaders book and take their semi-canto ability, except for use on forests and the like?
Mage Knight's Physical Training giving a proficiency bonus when promoting from Troubadour.
I think having it bump up chosen weapon training choices by a letter might be good.
Master Spy traps.
Got nothing.
Mountain Warrior Big Swing and Mountain Sprint.
Big Swing was that "trade accuracy for damage" thing, right? Seems alright to me, depending on the trade rate. I've no idea what the second is, so I'm against it until otherwise informed due to sheer principle. :v
Rogue Bag of Holding change or not.
I'm fine with either the double base or the infinite non-weapons thing, although it does put a damper on my 'replace the wagon' plan with my rogue if we just go double base.
Sage proficiencies to S anima and no staves.
I see little problem with this, considering they get an alternative that uses staffs already, and their call magic can use quite a few staff abilities.
Shadow Sword Marked for Death stuff.
I can't remember this very well, something about doing better against a singular unit? A little weak compared to the other promoted skills, but it is in addition to their sneaking and anti magic thing. A more solid idea though would be better.
Sniping change.
Sniping seems good to me personally.
Summon buffs?
Summons aren't that strong, but then again they feel alright to me. Wave after wave of free, expendable units and all that.
Swashbuckler immunity of WTD. Or something.
Ambivalent.
Warrior's Rough and Tumble.
Eh. They similarly seem fine to me.
Wyvern Knight choice between swords and axes.
Good with this.
Warding magic change (half damage?).
I assume halved total damage, doesn't stack on consecutive hits?
Druidic magic change (double damage/half damage?).
On what, to what? I'm with BMM in that I'm curious to what Cecil thought of it.