I've been playing TGC as my favorite subtype for a long time to know you're wrong Gon. *
Lack of good Startskills isn't the downfall. I'll put up the argument that OPENSkills are alot more helpfull. You can dodge the fieldwrecking SS's phase and damagespam better with TGC units ChurchPaladin, Fortune, ExBardia. (I'm hoping for more of these defensive openskills in the future!!!!)
That's why i love the Subtype so much. Winning all comes down to predicting your opponents moves and counterplaying them... Unfortunatly you can easily gain higher RP numbers grabbing a Falkow or Lawtia file for that.
To better understand what's wrong with this Subtype just take one look at FolrartLadyMonk. It reveals all.
It is bad allocation of statpoints!
TGC has been the basic support behind the old Refess philosophy to 'stall your way into a draw/victory'. This kind of play suffered a loooong time from the straight out unwillingness of the designteam to evolve it into a stronger and more succesfull one. Results are TGC's getting Stats totally unfit to their function (Abel, FolrartLadyMonk, etc) Situational/overdose/weird prequisits (Atk or Rng=0, lvl7+, Agi5+, undead, lawtia levels & non refess & lvl4 or below, nighttime, etc) Basic Skills and bad Stats to do them with (LowAtk Shieldbreakers, LowAgi Bashers, etc).
Fortunatly there's been noticable changes. ExCynthia has her stats in all the right places. Gravan got a usefull counter after errata. Experiments to aid the subtype with more unique Skills like Lucia and Cosmos.
That said, it wouldn't hurt the designteam to look around and ask advice while creating/errata TGC units. I see the desire to make it workable, but also the difficulty they have knowing what'd actually be useful or needed.
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*There are actually 10 with a Startskill:
- 9 Startskills are an Atk boost. Often along the line of 'Atk+5' or 'Atk+10 Left/Right'.
- 1 Startskill is defensive! (conditional Nighttime= one unit gets Rng-1)
Out of these 10 only 3 are usable: Gilensa & BoyCombatPriest & ForartMonk.
Take note that TGC units are initionally support for a strategy based on stalling a fight. To heal. To help tank. To build and counter your way into a saturationpoint. Sadly only 1 Startskill (with a horrible condition!!) really provides this type of support.



