I think you're referring to the brute/soldier/lurker types here? To me they were always just glasscannon/tanker/assassin It gives a good understanding of their behavior, but not necessarily who needs to counter it. They have their own roles (as do monsters in RPGs generally) but I'm not sure how this helps eradicate the Fight command domination syndrome.
Yep that's what I was referring to. It doesn't help eradicate the Fight command, but it's a tool to explain to the player how that monster is supposed to behave. If the player knows his characters abilities and how they work against categories of monster, he can associate them to new monsters.
I like that. If I understand correctly, rather than apply a multitude of buffs/debuffs that everyone keeps track of, you make an instantaneous effect on the turn order by delaying that fast enemy with an ability specifically made to hose that. I think this has merit and strategical depth. I would assume you have a visible UI component that displays the turn order of everyone that's in plain sight?
That's right. Most of the effects are simpler though and only affect the overall damage done. You would use Piercing skills against high defense enemies, Accurate skills/units against high evasion, Snipers against low defense mages, etc. The way the stat system is setup, if everyone has an equal amount of stat to distribute, having a strength implies you have a worse weakness against an average target. This means enemies have more than one weakness so you can use different units and skills to get the job done. In the end, it's similar to FFX, but less clear cut.