In general I'd say changing class names purely for flavor is a good way to cause confusion especially since you can give your enemies good names without changing class names.
I don't see the problem with renaming a few classes here and there. I just don't want samurai and nomads running around in a setting with none of those jobs/archtypes. If it causes a ton of confusion then yeah, I'll definitely revert those changes.
No split growths.
Okay. They've been axed now. I surprised how much people hated the idea, honestly.
edit: on the same token, making ignis Cost makes it kinda weak due to it already necessitating investment in three stats to be effective
Ignis shouldn't be cost for reasons murdoc said
Alright. I think I'm just going to make Ignis Free then, since that's what people generally want to have happen.
"Civilized terrain" seems somewhat ambiguous but I guess that's perhaps something you can just specify on a map by map basis.
Pretty much, yeah. Sell-swords/Fencers supposed to be the urban/indoors equivalent of a Bandit or Pirate, but I don't like the way that their skills are worded. You can easily incorporate forests, hills and water features into a map, but pillars look kinda silly by themselves. Especially if they're constantly separated by 3~4 spaces. Hence why I just threw up my hands and said Civilized terrain. Urban/Developed might be a better term for the entire thing, honestly. Either way I get to scatter around forts, barricades and the kind without thinking how silly the map looks.
Really only civilized cost that has mov increase is pillars for fencer
I'm making some of my own civilized terrain, barricades and forts and the like, so other pieces will have MOV penalties.
I'd also suggest taking a look at the games that are using 1.3 and comparing changes.
I did. Obviously I need to look at more.