I forgot a few more things which you (and anyone else interested in playing this) could find interesting:
-Mix. This is probably the most versatile ability in the turn based FF games. It has almost everything, buffs, status effects, beneficial statuses, immunities, offensive capabilities, instant death, HP to Critical... What's not to like? For convenience, I'll put the (not quite complete) Mix list here, so everyone can use it for reference.
*Dragon Power (Dragon Fang + Potion/Dragon Fang + Hi-Potion): Increases your Level by 20. Stackable. Since Level affects a lot of offenses in the game (including status affliction rate), this is an amazing mix to use. You could power up to level 255 if you wanted to, but you will stop seeing changes in your damage output at level 99.
*Samson's Might (Holy Water + Antidote): Similar to Dragon Power, but it increases Level by 10 instead.
*Dragon's Kiss (Dragon Fang + Maiden's Kiss): Gives target the 'Heavy' and 'Dragon' traits. Former is useful to apply on your characters, as this will make them immune to various things, such as Gravity-likes, HP to Critical, Eject attacks (permanent removal of your character *cannot be revived or otherwise brought back until the battle ends*), etc.. And you could also set the Dragon status to an enemy (nothing in the game resists it) to use Dragon-killing weapons against them (don't worry, this will not trivialize your other weapon choices).
*Dragon Defense (Dragon Fang + Phoenix Down): Gives the target the Protect, Shell, Reflect, and Regen statuses.
*Dragon Shielding (Dragon Fang + Ether): Immunizes target against Fire, Ice, and Thunder.
*Resist Fire (Ether + Eye Drop): Target gains the ability to absorb Fire.
*Resist Ice (Phoenix Down + Antidote): Target gains the ability to absorb Ice.
*Resist Thunder (Phoenix Down + Eye Drop): Target gains the ability to absorb Thunder.
*Resist Poison (Antidote + Ether): Unlike the above, this doesn't make the user absorb Poison-elemental attacks. It only makes them immune to the status.
*Goliath Tonic (Dragon Fang + Elixir): Doubles maximum HP during battle.
*Hasty-ade (Turtle Shell + Eye Drop): Target gains the Haste status.
*Elemental Power (Holy Water + Eye Drops): Boosts all elemental attacks by 50%. This is the one and only way to boost Water.
*Lifewater (Potion + Hi-Potion): Gives user the Regen status.
*Lifeshield (Phoenix Down + Holy Water): Immunizes target against instant death attacks.
*Levisalve (Antidote + Maiden's Kiss): Target gains the Float status.
*Bacchus' Cider (Holy Water + Turtle Shell): User gains the Berserk status. Unblockable (as in, this ignores evasion checks, but if the target is immune to Berserk, this will miss).
*Blessed Kiss (Maiden's Kiss + Holy Water): Gives the target the Berserk, Haste, and Image statuses. This ignores Berserk immunity (and thus can break fights in half, only use it if you want to cheese fights *the postgame bosses are immune to it, IIRC*).
*Protect Potion Turtle Shell + Turtle Shell): Grants Protect and Shell.
*Smelling Salts (Antidote + Eye Drops): Removes Blind, Silence, Sleep, Confuse, Berserk, and Old.
*Remedy (Phoenix Down + Turtle Shell): Removes all negative statuses.
*Balm of Gilead (Hi-Potion + Ether): Restores all MP.
*X-Potion (Ether + Potion/Ether + Turtle Shell): Fully heals target.
*Reincarnate (Phoenix Down + Ether/Phoenix Down + Elixir): Revives a character with full HP/MP.
*Dark Gas (Eye Drop + Dark Matter): Causes Darkness to target.
*Dark Sigh (Dragon Fang + Eye Drop): Causes Darkness, Confuse, and Sap to target. Unblockable. Can fail to inflict Darkness and/or Confuse, but as far as I'm aware, everything is vulnerable to Sap.
*Dark Ether (Dark Matter + Ether): Reduces current enemy MP by 75%.
*Lilith's Kiss (Maiden's Kiss + Ether/ Maiden's Kiss + Elixir): Absorbs MP. IIRC it's boosted by your Level.
*Dark Elixir (Elixir + Dark Matter): Sets the target's Hp to single digits.
*Death Potion (Phoenix Down + Dragon Fang): Causes Instant Death. Ignores Heavy, but not Death immunity. Also ignores evasion checks (in other words, unblockable).
*Turtle Soup (Turtle Shell + Antidote): Halves Defense and Magic Defense.
*Succubus' Kiss (Maiden's Kiss + Turtle Shell): Absorbs HP. Has a base power of 255. Can be boosted by Level IIRC.
*Holy Breath (Holy Water + Dragon Fang): Holy-elemental attack, damage is based on the user's current HP.
*Dragon Breath (Dragon Fang + Dragon Fang): Fire, Ice, and Lightning elemental damage. Damage is based on the user's current HP.
*Poison Breath (Antidote + Dragon Fang): Poison-elemental attack. This time, damage is based on half the user's current HP.
*Dark Breath (Dragon Fang + Dark Matter): Deals damage based on the user's max HP - current HP.
*Shadow flare (Dark Matter + Dark Matter): Non-elemental damage. Base attack power is 240. Ignores 97% of the target's Magic Defense, and causes Sap.
This isn't a complete list, just copy-paste it from my notes, but every useful (and slightly less useful) Mix should be here.
And here's how you can get the Mix-exclusive items:
*Dragon Fang: Stolen from Great Dragons (common steal). They're in the cave portion of the Interdimensional Rift in the third world, try to find them in the room prior to finding the save point.
*Turtle Shell: Stolen from Achelon. They're in the same place as the Great Dragons. Common steal. A couple of turtle related enemies also drop it, but IIRC the earliest one that give it to you is the Grass tortoise, found near Karnak and the library of the Ancients in the first world.
*Dark Matter: Stolen from Orukats. They're in the same room as the Great Dragons and Achelons. Common steal. Alternatively, Exdeath's Soul (Sealed Castle) drops them 100% of the time. Sage's Staff is especially good against him, as is Apollo's Harp.
-The Mystic Knight's Spellblade ability is great. The status effect-based spells have a 100% chance of inflicting a status, provided the enemy is not immune to it. But they shine the best when using elemental swords. Note that you will only see the damage boosts when you hit a weakness, they don't boost attack power (outside Flare Sword). The lower tier elements will double the damage dealt against anyone that's weak to the element in question. The mid tier spells (Fira, Blizzara, Thundara) triple the damage when you hit a weakness, and the high tier spells (-ga spells, Bio and Holy) will quadruple damage. It shines even more when you unlock the ability to dual wield (gotten from the Ninja) and rapid fire (Ranger).
-Combine (Gba exclusive Job) is also very good. It's a lategame ability, but its best strengths are that it doesn't care about equipment outside elemental boosts (which Mix provides), so you can use equipment for defense/utility and leave the offense to Combine. Also, this has a 75% chance to inflict a status (depending on what cannon you use), which is unaffected by the enemy's level or their magic evade. And lastly, this is the only thing that can ignore counters, with the right setup (more of this later, when you get the Job).
-As an addendum to what I said about Image, you can also apply it via Blink, a White Magic spell. It costs a little MP to cast, and you can Dualcast it. Image costs nothing to use, which I guess is best appreciated in a low level run, where your resources are more limited.
-Quick + Dualcast (former can be bought in a hidden town in the third world, the latter is an ability gotten from mastering the Red Mage, but that will take quite a lot of time) enables you to use five spells (Quick gives you two free turns without having to worry about interruptions *outside counters IIRC*). And this also applies to Summons as well. You could use Thundaga five times, or even Bahamut.
-The Mini status has clear downsides (reducing your attack power significantly, and reducing your Defense), but it also has a pretty notable upside: it doubles Evasion%. If you use the Genji Shield (50% evasion) and you're under the Mini status, your Evasion% will be increased to 99% (can't get 100% by any means). So if you use this with the Knight's Cover ability (automatically protects allies with critical health) and Image (not necessary, but if you want to guarantee that nothing ever hits you if they somehow get past your 99% evasion *if you want to go for the overkill, apply Darkness/Blind to the opponent*), you can completely shut down any enemy who focuses on physicals. This has clear downsides, such as your other party members being easily killable with magic or enemy specific skills (if you don't have the means to negate such attacks), but still a very nice thing to take into consideration.
An early alternative to the above would be having a Knight use Guard, while everyone else has critical health. That Knight will receive 0 damage from physicals owed to Guard's effects, and won't let anyone receive a single point of damage, as long as the enemy uses a physical, and, as noted, if everyone else has critical health. The downside is that said Knight will be relegated to having to always use Guard, or else, the next time the enemy attacks, the Knight will receive damage.
-If you want multiple copies of the Thief's Glove (ups the chance of stealing from 40% to 80%), you can steal them from Sekhmet (Pyramid of Moore, 5th floor, third world), but make sure to not kill him, instead, when you get a glove, run away, and try to find him again. Repeat.
That said, the glove is a rare steal (3%). Note that the chance to steal something (40%) is not the same thing as getting a rare item (3%). To give a more clear example, the game checks to see if the first check (either 40% or 80% if boosted via the glove) succeeds. If it does, the game checks which item you will get. You can either get an item from the 'common' slot (97%), or the 'rare' slot (3%). If the enemy has an item in both slots, chances are that you will get the former, but that goes without saying. If the enemy has an item in the 'rare' slot, you only have a 3% chance of getting the item AFTER the first check succeeds (the 40%/80% one).
-There are two weapons whose power depends on how many times you've ran away. The Brave Blade gets weaker if you've ran away too many times in the course of the game (even prior obtaining it), while the Chicken Knife gets stronger. In other words, Brave Blade is at max power at the start of the game, and will stay that way if you never run away. But the Chicken Knife's potential is bigger than the Brave Blade's, since there's a bug in the game that ignores the "Agility" stat in almost every weapon's damage formulas, but Chicken Knife is among the few (if not the only one, don't quite remember) weapons that don't suffer from this bug. So don't feel bad from running away. You'll need to do it a lot if you want to max out its power, so better start doing it now. The Chicken Knife isn't missable, it's found in a town in the third world, though it's a bit hidden.
-Don't underestimate Hide (Bard's ability). It's one of the ways to negate damage that otherwise can't be nullified passively. It does have its downsides, as well as Jump, but don't forget that it exists.
-Two of the best kinds of monsters to catch are the ones that, upon being Released, use Strong Attack (as its name implies, it's a rather strong physical attack *can even deal 9999 damage to a lategame boss), and an Elemental HP% attack which, unlike Gravity, ignores Heavy (Blaze/Lightning/Breath Wing *Magic Dragon/Yellow Dragon/Lesser Lopros, Zu, respectively). It deals elemental damage based on max (not current) HP. So it can be pretty devastating.
If you want some advice for Castle Exdeath, you can either catch Yellow Dragons (found in said castle) and save them for Exdeath. Or, you can do the timed input trick with Lv 2 Old and Lv 5 Death. You must do the necessary preparations though (make sure you have these two spells before facing him).
Think that should do it for now. If you have any further questions, by all means, ask away. I'll be happy to help.