No other opinions?
Meh, well, I guess I'll throw out some of the ideas I've been kicking around and get opinions on that instead. I'm thinking of reassigning things so you only get a class bonus, and that gets more powerful with the character's progress. For example, I'd rework Malleus's class bonus so that instead of a straight bonus to defense, it's instead high damage reduction. Malleus has five class upgrades (counting his initial one) so he might always take 25% less damage from every attack, or always takes 5 less damage than the attack causes, so forth, although he'd always take a minimum of one damage. I'm also open to suggestions on how you think your character's class skill would translate if you want to discuss it, in thread or PM doesn't matter.
The other thing I was thinking of was improving subweapons in general by changing how weapons work. Weapons would deal different damage dice based on how powerful they are and can be upgraded to an infinite amount (so you don't have to get rid of a weapon you like), although only once after each level. Subweapons could also be upgraded in this manner, but their upgrades would be more powerful since they take MP to use. For example, after a boss you have the option to make your sword do 2d4 damage, or your throwing daggers to do 3d4 per use, or gain another use per round, that sort of thing. I'm thinking converting weapons in the manner of each additional +1 to damage becomes +1 die rank. If the average weapon deals 1d6, then a +1 inflicts 1d8, a +2 inflicts 2d4, +3 1d10, +4 1d12, etc.
In keeping with how weapons work, I'd probably also change how armor works. I'd drop the under-utilized Movement stat entirely and make Defense just be a straight damage reduction on a point to point basis. All current Movement scores on armor would just change to be defense, so Claire's Leviathan Scale Armor (for example) would just become +4 Leviathan Scale Armor.