Hmm... I definitely ran afoul of this when I first posted my version. More than one person told me I'd wasted my time (and by extension, theirs) by making it in the first place, and there was also a sense I might have been stepping on the toes of people who had already made similar projects, either because I was 'stealing their thunder' so to speak, or somehow implying their versions weren't good enough. It's also been remarked several times that the existence of multiple versions creates needless confusion for potential players, who can't easily tell which one they ought to use because it's hard to really understand what the differences are between them.
It was, of course, never my intention to make any such implications, nor to contribute to any of these difficulties. At the time I started working on it (just over two years ago now), I had only played FF6 once, and knew almost nothing about its script issues or what other people's opinions on them were. But the Legends of Localization series on the subject interested me so much, and shocked me so thoroughly with the sheer number of translation errors it pointed out, that I knew I had to do something about it, because I could tell I'd never really be able to lose myself in that world again knowing how heavily flawed the SNES script really was. For various reasons I decided to do it myself, rather than waiting around for someone else to do it. The GBA script is of course much more accurate, but I didn't consider that an option because I only ever wanted to play it on a real Super Nintendo.
For a long time I was primarily concerned with creating the version I wanted to play myself, and for months I devoted nearly every moment of my free time to it. It wasn't until I was nearly finished editing the script that I began to seriously consider the idea of publicly releasing it. I was certain there had to be other people out there who would be at least somewhat interested in what I'd done, and I'd put enough effort into it to be confident that, at the very least, the result wasn't total crap.
But being aware of the public relations difficulties I could be facing from long-time fans, I was pretty hesitant to put it out there, and to wade into an unfamiliar community in general.
Anyway, all of that is to say I certainly understand any frustrations I may have contributed to, though I hope they can be overlooked. I'm not sure if it's even possible for there to be one 'definitive' version of this game, given its history — while my project achieved what it set out to do, providing an improved translation for the SNES which conveys all the story information previously omitted or distorted, and representing the work of the Japanese writers without going to the point of being irritatingly literal, I wouldn't expect everyone else to view it the same way I do.
As far as what FF6 actually
needs at this point, it could definitely use some work on rebalancing the difficulty, so that the player's abilities are not so absurdly overpowered as to stomp all over the enemies without effort. I have some ideas on that, and have been thinking of starting a new project devoted to it. I'll probably make a thread for it in due course, once I've had a chance to get organized on what I want to do with it.