Eviltype - Finishing up the World of Balance! Fun fun fun.
Esper Mountain - No real issues with the randoms here, probe for the status holes and exploit 'em when possible. I don't have a good team for taking down the Mandrakes but I'm able to slowly grind them down.
Thamasa Kefka - Uh does Fire 3 OHKO? Looked like it might, extrapolating things. That's kind of bullshit if so, since I'm underlevelled but not THAT much and having to redo that entire cutscene would be lame. (Then again, maybe you're allowed to lose that fight? Not sure.) Anyway MEvade kicked in both times Fire 3 got used.
I settle on a Celes/Gau/Mog team here. Celes I use partly because I just like her, partly because I want her to be very strong on spell arsenal for the start of the WoR. Mog I use because he still has 2 extra levels and those help, plus Dance has some really good stuff in this section (also he already knows Safe/Shell). Gau ends up getting chosen because he has the best-built up spell arsenal so far (Rasp/Osmose, Sleep/Mute/Berserk/Slow, etc.), narrowly beating out Edgar. Rage isn't very useful in this upcoming section though (especially since I'm also running Mog) so not sure if I chose right, but oh well.
Spit Fires and Sky Armour gauntlet - 2 resets. They can get the drop on you so it's kinda RNG-reliant, not much you can do about back hits and Absolute Zero really hurts. It's usually possible to recover, especially since the threats can be neutralised pretty quickly (Sleep works on Spit Fires, Muddle on Sky Armours... didn't think to try Shaot but it might work too, dunno). Also with two Earrings and a Magus Hat, Mog can one-shot both Sky Armours (and seriously hurt the Spit Fire) with Wind Slash which comes up almost half the time off Wind Song, pretty great!
Ultros 4 and Chupon - Slow rules. Safe/Shell/Haste rule. I fight this slowly and methodically. When Chupon shows up he gets hammered with Ice 2 until he dies. Ultros has a lot of offence (and it gets worse when Chupon shows up) but slowing both gives me time to recover regardless of what they do.
Air Force - 1 reset. Sooo if Missile Bay uses Launcher (MT gravity) followed immediately by Diffuser from the Laser Gun, really bad things happen. I barely survive it once, but then he proves it's not a fluke by using it a second time. Bad luck or design, I'm not sure! Anyway, past that, the battle presents a few problems, such as slow immunity and the fact that if I kill the Laser Gun, he'll fire off WaveCannon, which at my levels is MT OHKO (Mog might survive with Shell, but FF6 revival is bad enough that this really isn't an option).
Anyway, Safe/Shell to turtle as usual (ZoneSeek helps since Air Force gets on you fast), be ready to heal after Launcher, and the second time I know to MP bust the Laser Gun as fast as possible. Neither it nor Air Force itself have great MP so taking out both of their offence this way helps a lot, as does Golem to block the Air Force's relatively nasty physicals during this key section of the fight. Once those two are controlled I can kill the Missile Bay and then chip away at Air Force itself (Celes' Bolt 2 leads the way). I toss in Water Rondo because why not, though I do toss an X-Potion on the Laser Gun at one point!
Floating Continent - No resets here, which is kind of amazing... I do have a couple near misses though (in particular, Ninjas MT 2HKO although Shadow resists two of their elements with Memento Ring). That said, a Back Guard can prevent ambushes, and everything can be run from (including Ninjas, thank heavens, since there -would- have been resets if their Can't Run flag had been left unchanged from vanilla) if things get too hairy. Beyond that, it's scan and experiment with status options. Shoat claims a decent number of the weaker enemies here, Rasp can quickly deal with certain others, Berserk is a great status, Sleep/Stop have their moments in the sun too, as do Poison and Earth Blues' random gravity.
Gigantos - His damage is imposing and he no longer fears Vanish. Fortunately he still fears Berserk. It feels weird to berserk a pure fighter, but when his damage is coming from multi-acting, high multipliers, and counters, it actually works extremely well.
AtmaWeapon - He has ST OHKO at full HP, but he is vulnerable to both Slow and Rasp and is a limit boss whose limit I don't see, I don't have much to say here.
Naughties - Fire 2 + Bomb rage + Earth Blues, although Sonic Boom missing kinda sucks so maybe Earth Blues isn't the way to go here (but Mog doesn't have any L2 spells).
Nerapa - Carbunkle then bounce some Ice 2 spells.
Didn't get the X-Potion, in large part because I somehow had all my Sprint Shoes equipped on people not currently in the party. No big. Shadow saved, onto the WoR.