I have a lot of thoughts about both of these games because they're favorites of mine and I've sunk a lot of hours into both. Definitely veering closer to "unhinged rant" territory than genuine analysis of any kind, but what, truly, does it mean to be an enthusiast ifn yer not permitted to express it?
I'm a little late to this; I wanted to rotate my thoughts around in my head a bit first.
Proceeding with the caveat that I've only played the PSX Final Fantasy Tactics and Ogre Tactics games, and only know Advanced and A2 from watching your playthrough:
Firstly: yeah, this would be cool.. In particular, I would love to have ItB's positioning abilities in a game with FFT style maps. Imagine flying a Gria (or whoever/whatever) onto a bridge and then instead of casting Fire 3 or whatever, just judo tossing a fellow off.
(Come to think of it, PSX FFT did have a couple positioning abilities, but they had a low chance of proc'ing and they were all on the same job (Squire). That's design space left consciously untouched!)
I also wonder what a FFT game would be like with ItB's tiny numbers, but that feels too speculative to say anything about. Battles would be faster, probably, but if it would be more or less fun would be way too dependent on the particulars.
Secondly: as far as "we give lots of classes lots more cool toys" — I've actually played that game!
Now, I know that FFT romhacks are infamous for being bullshit, but humor me that I've played a good one. Laggy Fantasy Tactics is a balance overhaul that: 1) reduces the JP cost of buying new abilities across the board 2) outright removes redundant/trap abilities 3) gives many jobs out-of-job innate abilities 4) changes enemy formations so you experience the revamped jobs as opponents more often.
For example, the Ninja job teaches holding two weapons ability and the Lancer teaches the ignore height movement ability, but they're not the only jobs with access to those abilities. All Thieves can naturally equip two daggers and all Archers can naturally jump to whatever height on the map. Every Time Mage naturally floats. Every Samurai naturally has the 100% hit chance ability. This makes the individual jobs far less uniform, as opposed to just bolting different ability sets onto what's fundamentally the same chassis.
Combined with the lowered cost of abilities this means you can have a team with a much wider set of competencies at a way earlier level compared to base FFT — and that enemy groups can be stronger and more varied without them outpacing you.
It's the rare romhack that I consider an unmitigated improvement over the original, and perhaps a proof-of-concept that giving the player more and sooner access to more cool toys can be a good idea.
