Attacker, Guardian & Predict now capped in the number of turns they can stack, courtesy of Fzzr,
I figured.
Nonetheless, the joke was mostly aimed to poke fun at Kamina.
That's also Prevail which gives stat boosts when HP drops low, plus Chiriko from Votoms has the unique Survivor skill that gives him mad buffs when at red, easier said than done considering his machines may as well be made of paper tissue.
So in other news, thinking about Spirits. A problem now is that there's a significant difference between making a pilot organically that would want to pick cheap spirits early game then grab more expensive stuff as their pool increases, and making a high.level pilot which can afford to skip the lesser cheaper spirits and grab a bunch of the big ones instead. The computer games skip this problem mostly by giving fixed lists to virtually every pilot ( in New Game+ often you can cherry pick the main character's spirits), but writing dozens of lists really isn't an option.
A
solution I've been thinking about is dividing spirits in tiers. Three of them to be more specific, and your first 3 spirits must be from tier I, the next two must be from tier II and the last one will be tier III.
I-The cheap stuff, Accel, Alert, Focus, Invulnerability and equivalent ship captains, plus Valor since basically every pilot that's somebody learns this one. Also the more random ones like the crit enhanchers.
II-More specialized stuff, Guard, Fury, Strike, as well as stronger versions of tier I like Soul and Guts.
III-The "uber" spirits that combine multiple effects such as Love/Bravery as well as the extra turn ones like Zeal and Enable. Quite strong, but you're getting only one of them.
Also Love is probably too cheap right now, the 60 SP cost was taken straight from the GBA original generation games that weren't exactly very properly costed and should probably have cost increased to some 90 SP like in later games which I've been catching up with.