PookaMustard: dtgreene: 2. I consider Final Fantasy 5 to be the best balanced of all the Final Fantasies that allow you to customize your party's setup. One thing to note is that many of FF5's good setups are situational. For instance, the bard's damaging song works only on undead and is useless when undead isn't present (but other songs are useful). Also, if it's the dungeon I'm thinking of, all the enemies in the dungeon (including the boss) can be killed by summoning Odin, but most players won't think of a strategy like that. In 2 end-game deserts, Level 3 Flare works very well, as does Aqua Breath, but those spells aren't so good elsewhere. The thing is, these strategies are situational, as opposed to FF6 Ultima spam and FF7 KotR, which work well in every situation (except a certain boss in FF6 Advance who can't be HP killed).
PookaMustard: 2. Remember when I talked about Master's Scroll + Fixed Dice? Lesser in power but just as deadly in FF5 is Dual Wield + Rapid Fire. By simply activating the Rapid Fire command, and with a weapon in each hand, I deliver each enemy a whopping 1000 damage per hit. Multiply by 8, and you get something disastrous. So disastrous that the bonus dungeon of the Advance/Android version has enemies that respond to Rapid Fire with deadlier moves. That and getting very powerful equipment is pretty much really easy in FF5, dare I say easier than FF6. Dual Wield + Rapid Fire makes up for the loss of Ultima (my favorite spell) in FF5. Even then, bosses in FF6 would not go down with just one Ultima; they had to face many. By the time you get Knights of the Round in FF7, the only times you're going to use it is against the final boss, and even then you can't spam the summon that much; only twice or thrice before you can no longer use it.
The particular combo you mention in FF5 has some strict requirements to use. Consider the 3 options:
1. Use a Ninja. You have to master one job (Archer), which takes a while and isn't practical until the third world. Also, Ninjas are limited in their weapon selection, and you have no room to equip something else, so there is only one thing the character is good at.
2. Use a Freelancer. This requires mastering two jobs (Ninja and Archer), and the only reason you have a free slot is Dual Wield becoming innate, which I consider to be a mistake. Also, for max damage, you will want Spellblade or Time Magic in that slot, limiting your options (you can't have the character also be a good healer). As a side note, when I play FF5, I choose not to use the Freelancer and Mime jobs, as it makes the endgame more interesting IMO.
3. Use a Mime. Similar issues to Freelancer (though you get another slot), plus, when RapidFire is not a good option (like the final battle or against enemies that harshly counter it), the character doesn't have a fallback option, unless you spend a slot to equip one (and lose out on damage).
Also, while getting powerful equipment might be easy in FF5, you can't do that until the third world, and before then the best strategy is to use consumables or magic. Even when you have the powerful equipment, RapidFire is really only exceptional against single enemies; summoning Titan/Syldra/Leviathon/Bahamut works much better against groups. (Leviathon + Elemental Power (Mix Antidote + Holy Water) is the most powerful spell to use.)
Of note, in the final area of the Interdimensional Rift, there are two things that work really well:
1. Throw Water Scroll. Most of the enemies are weak against it, and it is countered as a physical attack despite using the magic damage formula. Against Movers, you can Throw FIre Scrolls.
2. Spellblade Break. Most of the enemies here can be instantly killed by it. Against Movers, Spellblade Firaga.
The problem with Ultima in FF6 is that it ignored defense (like Flare/Meteor), hit all enemies, and was so powerful it would outdamage Flare even when factoring in split damage. That spell makes Flare and Meteor useless. Also, it is stronger than a -ga spell when hitting a weakness against a single enemy. The game would be more balanced without that spell, or if it ignored Magic Defense. Also, there's the Dualcast + Quick + Ultima combo that can easily hit 49995 damage (and MP can be conserved with a Gold Hairpin and easily restored with Osmose). (The corresponding strategy in FF5 is less powerful and requires a Mime to pull off.)
[FF7] You mention Knights of the Round being only for the final boss; the thing is, that spell annihilates other bosses and random enemies as well. The limited casts per battle is not going to be an issue simply because of how powerful the spell is (unless you're fighting Emerald/Ruby, of course), and MP is a non-issue thanks to the MP Absorb materia. In other words, you can cast KotR in every single battle and not become unable to use it. Also, keep in mind that you can also give the same character the ability to multi-target Curaga, summon Phoenix (to revive characters), and the entire Enemy Skill set; you can't do the same thing in FF5.