>>49874820I've played it for some time.
The narrative mechanics need a little bit of work. XP is supposed to be disseminated through those traits, but while it's true characters of different levels can easily contribute, that's because levels are how your stats were spread or focused: You still want to have close to the same amount of XP as the others to do well.
The task resolution system is simple enough, GM needs to decide difficulty but everyone else just rolls; having levels in skills is rerolls, so someone with Stealth 2 gets to roll 3d100 to see if he gets a pass on any of them on a skill check.
The job system picks a primary and secondary job: you get class abilities every few levels; primary one time, secondary one time, etc. Your proficiencies (weapons/armor) are determined by this combo; so you could take, say, alchemist to be able to use rifles as a white mage if you want.
Each class ability comes with 'specializations' which are further upgrades you can choose one of later on (usually you won't have the appropriate stats till you're higher level than when you got the ability that unlocks it). The specializations may or may not be upgrades to the ability itself; often they're just separate new things. A small handful of class abilities are of the "choose one" type, such as picking between Geomancer/Summoner/Blue-Mage for your "druid".
The levelling system works quite well once you're used to it, combat works well enough (you get several initiative dice, each of those is the phase you'll act in, but you can use counters, delays, etc etc and some abilities let you eat other dice to act now and so on)
The xp-doling-out system is probably what needs the most work, with maybe a look at blue magic as usual since so many of its abilities fall kinda flat (common to most FFs tabletop or otherwise); blue mages get less MPgrowth than other casters so the lower efficiency of many of their spells hits them rather hard.