So, I was not able to wait. I am doing my last IZJS run before The Zodiac Age comes out. I tell ya, I'm giddy about this re-release because this is one of the more underappreciated games in the series and I think a lot of people are really in for a treat.
But, anyway, for those who haven't played IZJS, I have at least 1000 hours invested in this game and I know it quite well. The zodiac version of the license board makes for some very compelling choices, the kind that can be debated for years to come. I will be around to help people pick their teams for when the game comes (though, they left the door open for the possibility of being able to change jobs, so the choices aren't quite as crucial, but there's still plenty of unintuitive bonuses you can manage with the right setups, so the conversations will still be worthwhile.)
Before that, though, I'm going to deposit some tips as I go along my playthrough. Some things I've noticed that I haven't seen written anywhere, mostly exclusive to IZJS:
(This posts assumes general familiarity with the game. If you've never played, these are very minor spoilers, but I'm not tiptoeing around character names and whatnot)
-Larsa (as Lamont) no longer gives you free Hi-Potions but he's even more valuable than ever before. He now comes with Shades of Black, but you have to go into his gambits to make him ever use it. At this level, it may as well be a nuclear bomb and he makes it trivial to farm the skeletons on the bridge in Lhusu mines even if you're at level 1 on a weak mode run. In IZJS, money is a lot easier to come by than vanilla, but spending 10 minutes auto-farming the skeletons for a trip or two while you have him in your party will have you financially set up for the life of the game.
This goes for all guests. Always go into their gambits to see what they can REALLY do.
-Speaking of which, forget about Foe: HP = 100% -> steal. There's a new way in IZJS that is far more efficient. First, make your healer/support units either Fran, Balthier or Vaan because they have the most downtime and they come with innate steal. I use Balthier as a white mage for my examples because that's the least wasteful option. A white mage has few offensive abilities, so you can replace what would be their melee attack with Foe: Distributed Attack -> Steal (an IZJS exclusive). Foe: Distributed attack will target one enemy, attempt the action, then switch to the next enemy, attempt the action again, etc. This will automatically have your white mage's downtime spent by switching targets and attempting to steal from each one, without ever getting stuck on a single target. If you set your gambits to have them do most of their healing AFTER battle (with a Ally HP <80 or 90% -> cure/regen BELOW the steal line) then you will have ample healing support that also wastes no time picking every enemy clean without wasting any turns.
-Mist abilities have their own resource (don't waste MP). Quickenings are much more useful in this version because they will not leave your party handicapped. They make for a wonderful finishing move, which is incredibly useful on bosses that go absolutely berserk when low on HP. Make sure you check the boards before you learn your quickenings as you'll often get 4 possible nodes, but you can only train three of them and some unlock nodes worth grabbing. But, don't sleep on them either. They were easily bypassed in vanilla but they're worth taking the time to learn how to do right. Used at the right time, they can save you a TON of hassle and they are pretty cool looking and satisfying to use. It's like a limit break that you have to control to get the most out of. They also cut through everything and go off almost immediately. A good example of this in practice: In Raithwalls's Tomb, you run into a much stronger Demo wall that you will generally run away from. I did this over the weekend, and set everyone for maximum offense until the last possible moment, and with the demon wall at around 50%, set off a 10-chain quickening to finish it off a split second before getting squished.
-Controllable Espers are occasionally useful. Vanilla Espers are 100% useless. Each one has some weird condition that needs to be met in order to even do it's ultimate move. In IZJS, you can make them your party leader, position them and activate any of their moves when you want. They can all heal as well. Early on in the game, you get a hunt called Ring Wyrm. At the level, it's actually a pretty tough hunt. It hits hard, has a strong fire breath, does some status attacks, etc. Summon Belias, the first Esper, and set him as the primary party member. You can position the summoner at the Wyrm's back and let the Esper tank. It's fire elemental, so it absorbs the fire breath, and is immune to the status effects. It will burn it down to about nothing where the Wyrn will start to enrage. Pop it's ultimate before it can't handle it anymore, then finish the hunt off with a quickening chain. Just one example. They are still mostly useless, but I expect to find a few other places where they are worth using.
I will post more observations as I go along.