This one will maybe be my next big project after I do another playthrough or something, but an idea is still an idea. I want to do a Final Fantasy Tactics Advance patch that sticks true to original content, but still sands down the rough edges. No, not like my Minor Tweak Pack, that was admittedly not that great (though I might keep the Alternate Starting Party patch, that was a good idea. Maaaaaaaaybe some of the lower default MC class patches, because admittedly I can see why you'd want to start as a White/Black/Blue Mage, Thief, or Archer). I see a lot of really neat ideas in FFTA like new classes, but I think there's room for a more subtle approach.
Right now what I have in my head:
-Maybe use rrs_kai's Item Fix Patch as a base after I garner permission if possible, so that takes care of mission items and "secret characters." If not, I'll deal with such in my own way closer to the original, including "restoring" weapons you could easily screw yourself out of.
-Default color mode is switched to TV because screw that.
-I want every piece of equipment to have a fitting ability attached to it, sort of like how FFIX did it. There are a lot of items that have no abilities attached to them, and it makes many of them quite useless. For example, Red Robe will get a Red Mage ability (but probably not something like Doublecast; it's too early for that. I'd like another Doublecast learner though since Item Fix currently has Eldena bugged). I'd like the really powerful extremely lategame items to have rarer abilities like one aid for Ultima learning (maybe the contest trophies since you can only have one, except Sequence can't work that way due to no Ultima-learning class being able to use it), but I want to make sure you can only find one of those. I'm not trying to be massively OP here. Exception to this is probably Accessories because they have none and Sabers since Blue Mage has precious little abilities that are actually learnable. I might put them all on Tulwar but that's it (putting Learning on all of them might be going a bit too far).
-Most enemy encounters are harder across the board, but for smaller reasons: equipment worn will be much closer to the tier you're probably entering the match with, and there may or may not be level scaling. I am really not sure how to deal with early game clans though, there's probably no way around them being outclassed eventually.
-Goblins and Thundrakes never go extinct, they'll be in later missions.
-Make Paladins, Dragoons, Defenders, and White Monks able to wear clothing/hats. Was this supposed to be a nerf of some sort? The only one that really makes sense is the Monk thing. This change sticks out from the rest because it's altering things more than I'd really like, but I'm really bugged by it. Plus it makes it easier for me to actually make Dark Knights out of Paladins (for the sidequest involving one).
-Laws take a more pragmatic approach: in the end I'd like to make sure that there's always one "big" law and two small laws that shouldn't be much trouble. I also want laws to be less annoying across the board, but existing all the same.
-I'd like to find a purpose for the Nono's trade shop that doesn't require linking, but I'm not very sure how I could do that nor do I know how it works yet. Maybe there's a way for it to add new items after clan battles or helping a territory...
-Change Cureall to Remedy? Why is this called Cureall again, everything else in the game keeps reoccurring names almost to a fault. Also Rucavi should be Lucavi.
Even if a big patch doesn't come out of this, I'll be doing the FFIX-style ability system at some point once I get how ability adding goes.