Hell yea dude, that sounds like a fun little experiment. I have been really lagging behind the current meta since everything is chaining now, and I hate using dupe units in a team. Just a few weeks ago I got Orlandu + DV which was my best possible scenario, so it's been fun melting things and learning the ins and outs of chaining.
I've actually been thinking about getting rid of the healer slot again more recently, and I pretty much have. I have Tillith, and I'm sure it's easy to lean on her for harder content, but I have only used her a single time since 6*, and that was for the Ultros! trial. 99% of the time I use a ~800 MAG Rem in the healer slot using Dagger Boomerang or dualcast Alterna, depending on single/multi target. Rem has secretly been my MVP for quite a while now.
Also, now that I have 9S's TM, I could feasibly kick out Rem and use a combo of Zarg with 9S TM and mechanical hearts on most characters. I'm fairly sure you could completely remove a healer altogether in place of WoL/EV and DC Cecil, as long as you had Rikku's TM for AoE Esuna. There's also the option of using double "Protection of the Twelve" Minfilia for main heal by gearing her for evasion and HP and Golem and letting her provoke. I love the idea of passive healing, but you have to be able to guarantee that all units survive the round to make use of it.
Then again, as we saw with the Malboro trial, we might be looking at Reraise meta which says "healing is a waste of a turn" to begin with. The game is in an interesting spot right now.
My post was all over the place but I'm glad you're still out there experimenting, there's probably lots of room to expand. I wish after you beat a trial you could challenge it again for free and no rewards, I'd love to test stuff out without wasting the TM farm potential.
Yeah I really think passive healing is the way forward. When I play JP and use Basch he just heals himself back to full and I end up thinking "What do I do with Fina this turn?". Obviously sometimes the tank doesn't cover, but with 9S TM's passive healing and Mechanical Hearts I feel it could be sufficient.
You're definitely right about the state of the game. I feel like we're at a point where there's so much exploration and creativity available. And now we have a little bit of down time it's a good time to test this stuff.
Tried that during the Malboro challenge, it pales in comparison to turn on one demand imperial from Ace. Even with Eccentrick running and using Pod 153's chain i'd sometimes not get it and that just ruins the run when trying to use the strat do burn the adds down by turn 4.
Yeah that's the problem with LBs. I kind of wish the crystals were evenly distributed and not done at random. It makes it difficult to build a team around them.
Your're in a similar boat that I'm in. Too many units and when you can only bring 5 and 2 of those slots are dedicated to a tank/healer.
Yeah this is part of why I'm trying to cut out the healer. There's just not enough unit slots. And when you need 2 units to just be purely DPS at the very least you're left with only 2 unit slots for any sort of creativity. I think we're on the right track though.
Now with pulling 2B and A2 Landu's can be replaced.....but the question really is why would I do that when I have no imperil for 2B or A2!
It's funny that you keep bringing up things that I've been looking into today. So here's the (very basic) numbers I got when doing damage comparison between Orlandu and A2. Both are using what I believe is BiS for attack alone, and the numbers are against an enemy with 100 defence.
For simplicity I'm just assuming both spark chain. In reality it's not that simple and definitely gives an edge to elemental weapon in regards to consistency. Anyways:
Orlandu
Attack - 1,096
Max Potential Buff - 120% (Soleil)
Damage (after imperial) - 318,620
A2
Attack - 1,176 (I'm unsure on this as I swear I've seen more but this is what I'm using on the calc)
Max Potential Buff - 250% (self)
Damage (no imperial) - 420,719
In essence the self buff makes up for the lack of imperial and then some. But you have to spend a turn using it and it's not that strong.
Over 4 turns, Orlandu will do 318,620 x7 + 212,413 for the turn he has to imperial (but this only applies to the first turn), which comes to 2.4 million damage. Outside of the first turn the damage comes to 2.5 million.
Over 4 turns A2 will do 378,647 on the LB turn, and then 420,719 x6, which is 2.9 million damage.
TLDR: A2s self buff makes up for the fact she doesn't have elemental imperial in a very general sense.
Apologies if I've made mistakes in the numbers or how I've interpreted the mechanics of the game.