magictrufflez: there's a Game Genie code, though it has the side effect of making the wagon unusable. (I don't have it handy right now, sorry.)
Something I'd love to see is a mod for Super Robot Wars J that addresses how high evasion breaks the AI in a fashion that doesn't happen in other SRW games.
See, SRW J's AI is unique in that it will completely ignore units against which it would have a 0% hit chance before spirit command buffs like Focus and Alert are considered. I can't tell exactly how it does pick targets, but I suspect that the "default" behavior is to calculate highest average damage possible, so e.g. if it has a 100% chance to hit something for 1000 damage or a 51% chance to hit something for 2000 damage, it'll prefer the latter's average of 1020, when other considerations don't override - like certain bosses preferentially targeting specific units, etc.
In a vacuum, this actually makes the game's AI smarter; however, it seriously hurts the game's replay value on NG+ (which is a problem, since there is a secret unit that can't be unlocked until your 4th playthrough). On replays, the upgrades your real-type units will have received are likely to render them unhittable by most enemies, especially early in the game, causing all the attacks to get focused onto your super-type units (who may not have the armor or HP, even upgraded, to take heavy focus fire from upgraded enemies). The enemies, on replays, get upgrades to all of their mech stats (progressively more); however, Accuracy is not an upgradable stat for mechs in SRW J, and their pilots don't get bonus stats to compensate for all the bonus stats you've accumulated either, so their hit rates are completely static and just get worse with every playthrough, until eventually they have 0% chance to hit everything, even your super robots.
And that's where the game completely breaks down, because if the AI has a 0% chance to hit all of your units on the map, it will just sit and do nothing and wait for you to kill it (thus denying you faster game pace via counterattacking).
There's a variety of ways this could be fixed, if someone had the knowhow and time. One theoretically easy idea is just to floor (pre-Focus/Alert) hit rates at some low but non-zero value, somewhere in the range of 5% to 30%. (It shouldn't be higher than 30% so that Focus can still reduce it to 0%.) Another idea would be to do a comprehensive rebalance of unit evasion/armor to make the magic 0% harder or impossible to reach without cheating (which would probably end up being a game-wide evasion nerf and armor/HP buff); that would take a lot more effort, though. (There was a Japanese romhack that did something in this vein, but it broke the SRAM save function and the site hosting it no longer exists to my knowledge.) Still another idea would be to give enemy units a bonus to their accuracy based on their number of upgrades or the number of completed game cycles or something - perhaps make mobility upgrades give a flat +5 to hit chance per upgrade, which would give you an incentive to boost mobility on super robots (who don't gain much from it in the vanilla game) as well.
Just some random thoughts.