
Now I won't argue the class and unit balance is great, but I don't think that really matters. This isn't getting into emblems and inheritable skills, because the sky's the limit there. Panette's personal skill and sky high base attack lets her excel on using crit builds, and Saphir having the highest build and decent speed uniquely lets her be able to focus on using a Brave Axe without being weighed down. Fogado's inherent bow proficiency gives him Silver Bow access, so he's geared to just stick to being an archer. 3 of the warriors I used are Fogado, Panette and Saphir. Units also can easily differentiate themselves in the same class. Classes are also grouped into types with their own benefits, a really good way to address mounted units usually being strictly better, which don't have any unique benefits outside being mounted now, whereas infantry units can chain attack, and thieves and archers get better terrain benefit. A class like Halberdier might be locked to lance and have questionable stats, but it also has S lances access, and an absurd class skill that makes building for it worth it and unique. Classes having unique skills to them again means they can have their own niche. Weapon triangle is back, and on top of that there's the break system, so you actually do have to consider your class and weapon distribution. This isn't a problem in Engage because there is enough diversity between units and classes. And so we get Wyvern Emblem, because it's optimal and lessens with dealing with that. This stifles creativity because you'll almost never have new units to fall back on post-timeskip and you end up HAVING to use divine pulse because losing one unit is far more devastating than any other game. Moreover 3H is a game that is really hard to ironman to the point of frustration, because unit availability is so frontloaded, you're forced to commit to your units right away.

Mages do fare better but then it comes down less to the class and just strictly about the specific unit's spell list. Every physical class can use every weapon (in a game with no weapon triangle unless you specifically get the breaker skills), the pool of actual unique skills between them is small, so all that really matters between them is straight up just the stats and the skill list they have, and that's where you get Wyvern Emblem. The way the class system and weapon distribution works in 3H makes experimentation really limited and, ultimately, boring.
