I'm not going to try to access unit balance in promotes because I don't have enough experience there, but there are some pretty egregious balance issues in unpromotes.
To begin with, I think everyone is aware that dark, axes, and bows are the best weapon types, even before looking at unit stats. Axes and dark have the most power with negligible losses to hit and crit, while bows get range and bypass the weapon triangle. Now, just because certain weapons may be inherently better than others doesn't mean that the units that use them have to be, too. The problem is that they generally are.
I'm basically just going to go over all of the unit classes and discuss why they're outclassed. For the large majority of units, the problem comes down to their stat distributions/stat totals, and buffing these would bring those units well into line, without touching the weapons themselves.
Additionally, I'll be generally assuming that "bulky is better," since that seems to be the meta we see in unpromo. Not all of my builds will necessarily be optimal, but I'll try to keep things as sane as possible. If you know a build that gives a unit a defined and useful niche that I didn't mention, please tell me and I'll edit this as necessary.
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For our first comparison, let's suppose we want a magic user that is effective at fighting physical units, but we don't really care about enemy magic (as long as it isn't one-shotted). Weapon triangle isn't a concern for magic vs physical, so intuitively dark would be the best choice for this.
Dark Kn. [Brute]
Stats at level 20
HP [0/5%]: 30.00
POW [2/15%]: 20.00
SKL [0/0%]: 12.00
SPD [2/20%]: 19.00
DEF [2/0%]: 20.00
RES [0/0%]: 6.00
LCK [0/0%]: 9.00
In fact, this unit does this job strictly better than an adept.
Adept [Bulky]
Stats at level 20
HP [0/0%]: 28.00
POW [2/20%]: 20.00
SKL [0/0%]: 11.00
SPD [2/20%]: 19.00
DEF [2/0%]: 19.00
RES [0/0%]: 9.00
LCK [0/0%]: 9.00
Adept has to run bulky to avoid getting one-shotted by verrine, and it performs its job worse in every other respect. Worse hp and defense, same speed, and less damage. This unit can even be 2HKO'd by mithril lances/bows, while the DK can't be 2HKO'd by any physical outside of crits. It doesn't work as an offensive anti-physical unit at all.
Templar [Brute]
Stats at level 20
HP [0/0%]: 28.00
POW [2/20%]: 19.00
SKL [0/0%]: 14.00
SPD [2/20%]: 19.00
DEF [2/0%]: 18.00
RES [0/0%]: 8.00
LCK [0/0%]: 9.00
Templar does it even worse. Light units are incapable of hitting 20 pow, making them substantially weaker than dark, and this unit gets even less defense than an adept.
If we switch these units to glass cannon (the only +pow/+spd nature) for 20 speed, every one of them gets 2HKO'd by mithril bow/lance, including the DK, and the only way to not be is to lose either speed or power, defeating the point of glass cannon. Monk and mage do glass cannon slightly better (higher skill/luck), but the lack of survivability makes them more of a liability than anything.
Section summary: Here we see three magical units with a distinct tilt toward physical defense over magic defense, but the only one that's actually capable of building offensively while taking physical hits well is the dark user.
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Next, let's suppose we want a magic user that's good against physicals, but we also want them to be fairly tanky against magic, as well.
Dark Kn. [Bulky]
Stats at level 20
HP [2/5%]: 34.00
POW [2/15%]: 20.00
SKL [0/0%]: 10.00
SPD [0/0%]: 13.00
DEF [0/0%]: 18.00
RES [2/20%]: 14.00
LCK [0/0%]: 9.00
34/18/14 is a magical defense combination a number of units can hit, while also hitting 20 pow. 34/18 is a breakpoint for mithril axe/verrine, and 14 becomes 18 with a buff staff. Everyone's probably seen a DK like this at some point.
Adept [Bulky]
Stats at level 20
HP [2/20%]: 40.00
POW [2/15%]: 19.00
SKL [0/0%]: 11.00
SPD [0/0%]: 13.00
DEF [0/0%]: 17.00
RES [2/5%]: 12.00
LCK [0/0%]: 9.00
The adept's poor stat distribution strikes again. The stats above are enough to survive two verrine while warded, but doing so causes it to miss out on 20 pow. If you want survivability, you sacrifice power. If you want power, you sacrifice survivability. Realistically, you would probably build this unit as a one-sided tank rather than a dual tank (e.g. 38 HP/20 pow/20 def/9 res, or 7 res with brute), but a DK would still do it better.
Templar [Bulky]
Stats at level 20
HP [2/5%]: 34.00
POW [2/20%]: 19.00
SKL [0/0%]: 12.00
SPD [0/0%]: 13.00
DEF [0/10%]: 18.00
RES [2/5%]: 13.00
LCK [0/0%]: 9.00
It's weak in terms of damage, but its stat distribution at least allows a dual tank build. Due to being light, it only needs 13 res for a ward buff to protect it from verrine 2HKOs. However, tornado plus any other mithril will be enough to 2HKO, even when warded.
Section summary: So, if these units don't make good one-sided tanks and also don't make good dual tanks, why run them? What do they bring to the table over a DK? In the templar's case, it has the utility of WTA against dark, but should that really be the sole reason to pick a unit? What's more, the templar's stats are heavily slanted toward physical defense, but dark magic hits res, making it somewhat counterproductive if you're picking it for that reason. If templar and adept had just a few more stat points somewhere (and if light units could hit 20 pow...), there might actually be a legitimate tradeoff for picking them.
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Next, let's try anti-magic magic units.
Shaman [Bulky]
Stats at level 20
HP [2/15%]: 40.00
POW [2/10%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 11.00
DEF [0/0%]: 11.00
RES [2/15%]: 17.00
LCK [0/0%]: 10.00
Like how the DK hits 34/18/14, this unit can also become impossible to 2HKO by buffing it. 40/15 is a breakpoint, so it actually has a couple extra points to play with. Insofar as anti-magic goes, it's okay, but it'll largely be fighting against WTN and WTD. It could go for 18 res, but then it would miss out on either 20 pow or dual tank potential.
Mage [Bulky]
Stats at level 20
HP [2/0%]: 34.00
POW [2/20%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 13.00
DEF [0/0%]: 10.00
RES [2/20%]: 19.00
LCK [0/0%]: 10.00
Supposing dark wasn't on every team, it could serve as a decent anti-magic unit. It fails as a dual tank, however. It is capable of achieving 40/11/15 defenses by shuffling around a few points, but 40/15 is no longer a breakpoint when you have WTD against dark, rendering it largely pointless. You could go for 40/11/16, but then you're at 19 power just like the adept.
Monk [Bulky]
Stats at level 20
HP [2/0%]: 32.00
POW [2/20%]: 19.00
SKL [0/0%]: 12.00
SPD [2/20%]: 20.00
DEF [0/0%]: 9.00
RES [0/0%]: 13.00
LCK [0/0%]: 12.00
Unlike the mage, this unit simply cannot dual tank at all. Its stat spread seems to suggest going speedy, and it can indeed hit 20 spd even with a -nature. Pursuit is also the only way you're going to put out decent damage as a light user. You could dump speed to hit up to 19 res, but it simply can't build to both pursuit and take magic hits, which holds it back a lot. You could also run offensive nature for more skill/luck in exchange for some def/res. I haven't done the calcs to tell if 13 res actually helps for anything that 11 doesn't.
Section summary: Once again, dark is the only unit type that seems to come with competent stats. The mage is screwed out of the ability to dual tank effectively by literally a single point of res, and if it used dark magic instead, it would actually be a considerably better unit. The monk just seems poorly equipped for unpromos, where dodge is often insufficient for survival, although having WTA over dark is a saving grace. Its problem is that it's supposed to counter darks, but can't build into doing anything useful while doing so.
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Let's finally get on to physical units. Like how I started with magic units that were made to fight physicals, I'm going to start here with physical units that are meant to face magical ones.
Mystic [Scholar]
Stats at level 20
HP [0/0%]: 32.00
POW [2/20%]: 20.00
SKL [2/20%]: 19.00
SPD [0/0%]: 12.00
DEF [0/0%]: 6.00
RES [2/0%]: 20.00
LCK [0/0%]: 8.00
The premier pegmage killer, and probably one of the best units in the game. Could technically pursuit by going glass cannon, but it loses the ability to tank verrines then.
Assailant [Careful]
Stats at level 20
HP [0/0%]: 34.00
POW [2/15%]: 20.00
SKL [0/0%]: 13.00
SPD [2/20%]: 19.00
DEF [0/0%]: 7.00
RES [2/5%]: 18.00
LCK [0/0%]: 7.00
Axe user that pursuits and can take two verrines. Has the advantage of using well... axes, so while it can't hit from two range like the mystic can, it will hit slightly harder. The only bad thing I can say about it is it misses out on 20 spd.
Pikeman [Careful]
Stats at level 20
HP [0/0%]: 34.00
POW [2/20%]: 20.00
SKL [0/0%]: 13.00
SPD [2/20%]: 19.00
DEF [0/0%]: 6.00
RES [2/0%]: 18.00
LCK [0/0%]: 8.00
This is... basically the same unit as above, but with lances. It's pretty much strictly inferior due to the lower power. There is absolutely no reason to ever run this unit.
Warder [Scholar]
Stats at level 20
HP [0/0%]: 34.00
POW [2/20%]: 20.00
SKL [2/20%]: 20.00
SPD [0/0%]: 12.00
DEF [0/0%]: 6.00
RES [2/0%]: 19.00
LCK [0/0%]: 7.00
Forced into a wrath build due to the inability to hit both 20 pow and anything over 18 spd at the same time without use of glass cannon. It has a slightly higher hit/crit rate than the mystic, but doing it from one range with less power is not a worthwhile tradeoff in the least bit.
Section summary: These units seem to be a bit more competent at their job than the magic units trying to counter physical ones. Even the pikeman is at least viable, even if it is horribly outclassed.
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Next, the same units, built as dual tanks.
Mystic [Bulky]
Stats at level 20
HP [1/15%]: 40.00
POW [2/20%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 12.00
DEF [2/5%]: 11.00
RES [1/0%]: 19.00
LCK [0/0%]: 8.00
Arguably a lot worse than the above mystic, it sacrifices a point of res and its ability to wrath for the ability to dual tank effectively while shielded. If only taking one verrine + one mithril axe (without buffs) is of concern, then one point of def can be moved to res.
Assailant [Bulky]
Stats at level 20
HP [0/5%]: 36.00
POW [2/5%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 11.00
DEF [2/15%]: 14.00
RES [2/15%]: 20.00
LCK [0/0%]: 7.00
Surprisingly solid, I don't think the assailant needs much help at all compared to some of the other units out there. Its stats are all in the right places, and it gets the strongest weapon type to boot. If you wanted to go 34/14/18, you could even salvage 3 points for a nihil build.
Pikeman [Bulky]
Stats at level 20
HP [0/0%]: 34.00
POW [2/10%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 11.00
DEF [2/20%]: 14.00
RES [2/10%]: 20.00
LCK [0/0%]: 8.00
Once again, the pikeman is horribly outclassed by the assailant. It has the same stat total, but because one of those points goes to luck instead of one that we're building for, it's effectively lower. As an aside, since this is the first time it has been relevant, 34/14 is also a breakpoint for surviving a killer bow crit, even if this unit can't take full advantage of shield due to using lances.
Warder [Bulky]
Stats at level 20
HP [0/0%]: 34.00
POW [2/20%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 12.00
DEF [2/20%]: 14.00
RES [2/0%]: 19.00
LCK [0/0%]: 7.00
...I think this thing had a better niche as a wrath unit. It's completely outclassed in this role. On the plus side, it does get WTA over axes, which is more than the pikeman can say. You could run 13 def/20 res, if you value the res over surviving killer bow crits.
Section summary: Unlike their magical brethren, physical anti-magic units are certainly capable of building to do their job. The problem lies in how heavily the pikeman and warder get outclassed. They're using inferior weapons, so why do they share the same base stat totals, while suffering from inferior placement of those stats? With just a small boost to their base stat totals, they could establish a well-defined niche for themselves, but due to the way FETO is currently balanced, it just doesn't work.
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Next up, physical anti-physical units.
Archer [Bulky]
Stats at level 20
HP [2/0%]: 34.00
POW [2/20%]: 20.00
SKL [2/20%]: 20.00
SPD [0/0%]: 12.00
DEF [0/0%]: 11.00
RES [0/0%]: 10.00
LCK [0/0%]: 11.00
...lolwut. It may promote into one of the best units in the game, but it's pretty bad for unpromotes. ...at least compared to the mystic, anyway. It cannot survive two mithril axes without forsaking power (best it can do is 34 hp/17 def before dipping into pow), so you may as well just max skill for wrath or go glass cannon for pursuit. I guess it's not much of an anti-physical physical, is it?
Fighter [Bulky]
Stats at level 20
HP [0/0%]: 34.00
POW [2/10%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 11.00
DEF [2/20%]: 18.00
RES [2/10%]: 14.00
LCK [0/0%]: 9.00
34/18/14. Yawn. Has the benefit of using axes, making it one of the best physical anti-physical foot units.
Soldier [Brute]
Stats at level 20
HP [2/0%]: 36.00
POW [2/20%]: 20.00
SKL [0/0%]: 15.00
SPD [0/0%]: 11.00
DEF [2/20%]: 19.00
RES [0/0%]: 7.00
LCK [0/0%]: 11.00
Nope. Nope. NOPE. It can't dual tank at all, nor can it hit 20 def if it tries. Maybe you could say "screw defense" and wrath with it, but it uses lances, and there's no way for it to hit 20 spd for pursuit, either. There are already better units out there if you want physical wrath, and there are way better units out there if you want physical pursuit.
Mercenary [Brute]
Stats at level 20
HP [0/0%]: 30.00
POW [2/20%]: 19.00
SKL [0/0%]: 15.00
SPD [2/20%]: 20.00
DEF [2/0%]: 13.00
RES [0/0%]: 7.00
LCK [0/0%]: 12.00
This is basically the physical version of a monk. It can't hit 20 power, uses the worst weapon type, but easily caps speed with a -nature. It stays alive by virtue of the fact that it carries WTA against axe users, so it'll be hard to hit... probably. Also like the monk, you could go with an offensive nature and trade up to 4 def for 4 luck, but I haven't done the math on whether or not that def is useful for anything. Unlike the monk, however, it doesn't even have the choice to build for max power while taking at least two hits from what it's supposed to counter in the first place; it hits 30 hp/19 pow/17 def for a defensive build, so it still gets 2HKO'd by any physical mithril.
Section summary: So, we have the archer, which is good as a glass cannon build and is saved by virtue of being an archer, and the fighter, which is the only def-oriented physical foot unit that gets access to competent stats. Soldier gets screwed by inferior weapon and inferior stats, and mercenary gets screwed by even more inferior weapon and even more inferior stats. Are we noticing a pattern yet?
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The last of the offensive foot units, armors would all be fantastic units if some of them weren't screwed on stats. Control over the weapon triangle is a great thing, and even swords/lances is a strong combination.
Footman [Bulky]
Stats at level 20
HP [0/10%]: 44.00
POW [2/5%]: 20.00
SKL [0/0%]: 14.00
SPD [0/0%]: 8.00
DEF [2/5%]: 22.00
RES [2/20%]: 13.00
LCK [0/0%]: 5.00
Axes and swords. An incredibly strong dual tank.
Guard [Bulky]
Stats at level 20
HP [0/10%]: 44.00
POW [2/0%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 8.00
DEF [2/10%]: 24.00
RES [2/20%]: 12.00
LCK [0/0%]: 6.00
Axes and lances. Unlike the above, two verrine can KO. You might want to just run 25/11, since it gets KO'd by magic anyway. Despite that, this unit is still very viable, and depending on team comp, may be better than a footman.
Knight [Bulky]
Stats at level 20
HP [0/10%]: 44.00
POW [2/15%]: 20.00
SKL [0/0%]: 15.00
SPD [0/0%]: 8.00
DEF [2/0%]: 20.00
RES [2/15%]: 13.00
LCK [0/0%]: 6.00
Swords and lances. Terrible. It gets too much skill, so it completely wastes the potential of an armor. If it goes over 20 def, it loses either power, hp, or res, which is going to screw it over somehow. It just can't get everything it wants. To seal the deal, it can't put out damage like the other two can, since it doesn't have access to axes.
Section summary: How is it that even with armors, the non-axe units still get screwed over? It's a really disturbing trend, because with just some slightly shifted stats, the knight could have been a really good unit.
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I suppose I'll segue into mounts with a section on healers now, although they aren't really part of my main point. I think healers are probably some of the most well balanced units in the game, actually.
Curate [Bulky]
Stats at level 20
HP [2/10%]: 40.00
POW [2/0%]: 15.00
SKL [0/0%]: 14.00
SPD [0/5%]: 13.00
DEF [0/5%]: 15.00
RES [2/20%]: 15.00
LCK [0/0%]: 11.00
Cleric [Defencive]
Stats at level 20
HP [2/20%]: 40.00
POW [1/0%]: 15.00
SKL [0/0%]: 11.00
SPD [1/0%]: 15.00
DEF [2/20%]: 15.00
RES [0/0%]: 16.00
LCK [0/0%]: 11.00
Same basic goal with both of them: Survive using nihil and be able to give +4 buffs. Cleric just does it better, with additional resistance to pursuit. In fact, cleric can even hit 20 power at the expense of being a perfect dual tank to get access to +5 buffs (and stronger healing, of course). Despite all those apparent advantages the cleric has, a curate does have one sole niche that a cleric cannot ever hope to fulfill: It has 9 base con, 3 higher than the cleric.
Troubadour [Bulky]
Stats at level 20
HP [2/20%]: 40.00
POW [2/0%]: 15.00
SKL [0/0%]: 11.00
SPD [0/0%]: 14.00
DEF [2/5%]: 13.00
RES [0/15%]: 15.00
LCK [0/0%]: 13.00
Heaven Kn. [Defencive]
Stats at level 20
HP [2/20%]: 40.00
POW [2/15%]: 15.00
SKL [0/0%]: 10.00
SPD [0/15%]: 22.00
DEF [0/0%]: 7.00
RES [0/0%]: 16.00
LCK [0/0%]: 13.00
The mounted versions of a healer. They trade the ability to dual tank in favor of being... mounted healers. I think the heaven knight might need a bit more incentive to be picked (I never see these things, ever), but other than that, fairly well balanced in the grand scope of things... probably.
Section summary: Besides the heaven knight, healers seem to be fine.
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Okay, back to business. Mounts. Since I started with magic before, I'll start with peg mages here.
Lunar Kn. [Bulky]
Stats at level 20
HP [0/10%]: 32.00
POW [2/10%]: 15.00
SKL [0/0%]: 10.00
SPD [2/20%]: 24.00
DEF [0/0%]: 8.00
RES [2/0%]: 17.00
LCK [0/0%]: 11.00
Pegs have a pretty nasty little problem. They're locked into low power, and rely on pursuit. So... whatever peg gets the strongest weapon has a huge advantage. Which is why we have lunar knights.
Gale Kn. [Defencive]
Stats at level 20
HP [1/10%]: 34.00
POW [2/15%]: 15.00
SKL [0/0%]: 11.00
SPD [2/15%]: 24.00
DEF [0/0%]: 7.00
RES [1/0%]: 15.00
LCK [0/0%]: 12.00
The only other peg you will ever see. These stats are near identical to the lunar in terms of functionality, except it gets aurora'd easily. You could lower the speed to fix that and still probably get your pursuit, but its functional base stat total is still lower. And because it uses anima, it's innately weaker. There is literally no incentive to run this over a lunar knight, besides that it's anima.
Solar Kn. [Defencive]
Stats at level 20
HP [2/5%]: 34.00
POW [2/20%]: 15.00
SKL [0/0%]: 12.00
SPD [2/15%]: 24.00
DEF [0/0%]: 7.00
RES [0/0%]: 13.00
LCK [0/0%]: 13.00
Lolar knight. It's been the brunt of many a joke, due to just how terrible it is. Like the pegs above it, it survives a mithril bow from full HP, and hits 15 pow and 24 spd. But, it's got the worst res of all and does the least damage because it uses light magic. The extra luck means it'll dodge a little better, but you could build a lunar to have higher luck, too. There's just no incentive to pick this, not even as a counter to dark.
Section summary: Pegs are just horribly balanced. Gale and solar need some kind of incentive for picking them over lunar, since there's nothing they do better right now.
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Next up, physical mounts. Some of these are just so much better than others, it's ridiculous.
Wyv. Rider [Bulky]
Stats at level 20
HP [0/0%]: 34.00
POW [2/10%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 12.00
DEF [2/10%]: 20.00
RES [2/20%]: 14.00
LCK [0/0%]: 7.00
Probably one of the best physical mounts in the game. Killer defense, axes, and with a ward it can't be 2HKO'd (well, almost; mithril bow + verrine/tornado or mithril bow + silver bow can kill it). It can also go 34/18/14 with 14 spd for nihil.
Wyv. Rider [Rogue]
Stats at level 20
HP [0/0%]: 34.00
POW [2/20%]: 20.00
SKL [0/0%]: 13.00
SPD [2/20%]: 20.00
DEF [2/0%]: 18.00
RES [0/0%]: 6.00
LCK [0/0%]: 7.00
Same unit, built as a tanky pursuiter to show its versatility. Note that it's still 2HKO proof on the physical side, excepting bows.
Wyv. Fighter [Bulky]
Stats at level 20
HP [0/0%]: 36.00
POW [2/10%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 12.00
DEF [2/10%]: 20.00
RES [2/20%]: 13.00
LCK [0/0%]: 7.00
Functionally identical to the wyvern rider, except it uses swords. Unlike most sword units, this one actually has good stats. Like the rider, it can also pull off a nearly identical pursuit build, which I won't be listing to avoid redundancy.
Raider [Bulky]
Stats at level 20
HP [0/5%]: 36.00
POW [2/15%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 11.00
DEF [2/0%]: 17.00
RES [2/20%]: 13.00
LCK [0/0%]: 8.00
Axe-wielding horse mounted unit. It can't 34/18/14, but 36/17/13 is the same breakpoint, so it's just as well. Solid unit, not much to say.
Cavalier [Bulky]
Stats at level 20
HP [2/5%]: 40.00
POW [2/20%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 11.00
DEF [2/5%]: 16.00
RES [0/10%]: 11.00
LCK [0/0%]: 9.00
Surprisingly, it somehow is able to dual tank with a ward buff, as it remarkably hits the 16 def necessary to protect it from mithril axes, something so many lance/anima users wish they could do. Other than that, though... it doesn't have much going for it. Lance users need something better than what axe users have, not "roughly equal." It can't even be a good glass cannon, since it only hits 19 speed.
Scout [Bulky]
Stats at level 20
HP [2/0%]: 36.00
POW [2/20%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 13.00
DEF [2/20%]: 19.00
RES [0/0%]: 8.00
LCK [0/0%]: 10.00
This unit is frankly, terrible. It can't dual tank at all, and its single-sided tanking is meh at best. It can't hit 20 pow/20 spd without a glass cannon nature, and since it uses swords, it has no damage output. What does this unit have over the other mounts, besides being a potential counter to axe users (which the wyvern fighter does better)?
Nomad [Bulky]
Stats at level 20
HP [2/0%]: 36.00
POW [2/20%]: 20.00
SKL [0/0%]: 11.00
SPD [2/20%]: 20.00
DEF [0/0%]: 11.00
RES [0/0%]: 10.00
LCK [0/0%]: 9.00
Probably its best option. It can also be built as a physical tank, running 36 hp/14 spd/17 def instead of the above, which beats the archer for an anti-physical bow user. But, that causes it to lose most of its offensive potential, on one of the best first strike units in the game. Not much to comment on, since the only other unit competing for the same niche is...
Peg. Archer [Bulky]
Stats at level 20
HP [2/0%]: 34.00
POW [2/20%]: 19.00
SKL [0/0%]: 13.00
SPD [2/20%]: 20.00
DEF [0/0%]: 8.00
RES [0/0%]: 13.00
LCK [0/0%]: 11.00
...unable to hit 20 power. You could run it with 14 spd/19 res for anti-magic, but whatever. So many units do that better that it has practically no niche left whatsoever.
Peg. Knight [Bulky]
Stats at level 20
HP [2/0%]: 34.00
POW [2/20%]: 19.00
SKL [0/0%]: 12.00
SPD [2/20%]: 20.00
DEF [0/0%]: 10.00
RES [0/0%]: 12.00
LCK [0/0%]: 11.00
No niche. At all. Hm, you say it can pursuit? Great. So can wyverns, and they can actually take a hit, and aren't plagued with 19 power. In a game where axes are already at the top of the totem pole, this simply doesn't bring anything to to the table that a wyvern rider or wyvern fighter can't do better.
Section summary: Wyvern rider is great. Wyvern fighter is surprisingly good, and is probably the single most viable sword user in the game. Raider is good. Cav is somehow decent, but still doesn't leave any incentive to pick it. Scout is garbage. Nomad actually has a good niche for itself. Peg archer is terrible. Peg knight is terrible. Any mount that isn't a wyvern, raider, or nomad needs some kind of buff to be worth using over other units.
---
And somehow, I'm finally done.
tl;dr: Dark and axe users aren't just better than other units because of their weapons. They generally have better stat spreads, too, which grossly skews the metagame, as well as the weapon triangle. If, in a later edition of FETO, most sword, lance, light, and anima users were to receive small buffs to their base stats, they could have actual legitimate reasons to be picked over their axe and dark brethren.
To begin with, I think everyone is aware that dark, axes, and bows are the best weapon types, even before looking at unit stats. Axes and dark have the most power with negligible losses to hit and crit, while bows get range and bypass the weapon triangle. Now, just because certain weapons may be inherently better than others doesn't mean that the units that use them have to be, too. The problem is that they generally are.
I'm basically just going to go over all of the unit classes and discuss why they're outclassed. For the large majority of units, the problem comes down to their stat distributions/stat totals, and buffing these would bring those units well into line, without touching the weapons themselves.
Additionally, I'll be generally assuming that "bulky is better," since that seems to be the meta we see in unpromo. Not all of my builds will necessarily be optimal, but I'll try to keep things as sane as possible. If you know a build that gives a unit a defined and useful niche that I didn't mention, please tell me and I'll edit this as necessary.
---
For our first comparison, let's suppose we want a magic user that is effective at fighting physical units, but we don't really care about enemy magic (as long as it isn't one-shotted). Weapon triangle isn't a concern for magic vs physical, so intuitively dark would be the best choice for this.
Dark Kn. [Brute]
Stats at level 20
HP [0/5%]: 30.00
POW [2/15%]: 20.00
SKL [0/0%]: 12.00
SPD [2/20%]: 19.00
DEF [2/0%]: 20.00
RES [0/0%]: 6.00
LCK [0/0%]: 9.00
In fact, this unit does this job strictly better than an adept.
Adept [Bulky]
Stats at level 20
HP [0/0%]: 28.00
POW [2/20%]: 20.00
SKL [0/0%]: 11.00
SPD [2/20%]: 19.00
DEF [2/0%]: 19.00
RES [0/0%]: 9.00
LCK [0/0%]: 9.00
Adept has to run bulky to avoid getting one-shotted by verrine, and it performs its job worse in every other respect. Worse hp and defense, same speed, and less damage. This unit can even be 2HKO'd by mithril lances/bows, while the DK can't be 2HKO'd by any physical outside of crits. It doesn't work as an offensive anti-physical unit at all.
Templar [Brute]
Stats at level 20
HP [0/0%]: 28.00
POW [2/20%]: 19.00
SKL [0/0%]: 14.00
SPD [2/20%]: 19.00
DEF [2/0%]: 18.00
RES [0/0%]: 8.00
LCK [0/0%]: 9.00
Templar does it even worse. Light units are incapable of hitting 20 pow, making them substantially weaker than dark, and this unit gets even less defense than an adept.
If we switch these units to glass cannon (the only +pow/+spd nature) for 20 speed, every one of them gets 2HKO'd by mithril bow/lance, including the DK, and the only way to not be is to lose either speed or power, defeating the point of glass cannon. Monk and mage do glass cannon slightly better (higher skill/luck), but the lack of survivability makes them more of a liability than anything.
Section summary: Here we see three magical units with a distinct tilt toward physical defense over magic defense, but the only one that's actually capable of building offensively while taking physical hits well is the dark user.
---
Next, let's suppose we want a magic user that's good against physicals, but we also want them to be fairly tanky against magic, as well.
Dark Kn. [Bulky]
Stats at level 20
HP [2/5%]: 34.00
POW [2/15%]: 20.00
SKL [0/0%]: 10.00
SPD [0/0%]: 13.00
DEF [0/0%]: 18.00
RES [2/20%]: 14.00
LCK [0/0%]: 9.00
34/18/14 is a magical defense combination a number of units can hit, while also hitting 20 pow. 34/18 is a breakpoint for mithril axe/verrine, and 14 becomes 18 with a buff staff. Everyone's probably seen a DK like this at some point.
Adept [Bulky]
Stats at level 20
HP [2/20%]: 40.00
POW [2/15%]: 19.00
SKL [0/0%]: 11.00
SPD [0/0%]: 13.00
DEF [0/0%]: 17.00
RES [2/5%]: 12.00
LCK [0/0%]: 9.00
The adept's poor stat distribution strikes again. The stats above are enough to survive two verrine while warded, but doing so causes it to miss out on 20 pow. If you want survivability, you sacrifice power. If you want power, you sacrifice survivability. Realistically, you would probably build this unit as a one-sided tank rather than a dual tank (e.g. 38 HP/20 pow/20 def/9 res, or 7 res with brute), but a DK would still do it better.
Templar [Bulky]
Stats at level 20
HP [2/5%]: 34.00
POW [2/20%]: 19.00
SKL [0/0%]: 12.00
SPD [0/0%]: 13.00
DEF [0/10%]: 18.00
RES [2/5%]: 13.00
LCK [0/0%]: 9.00
It's weak in terms of damage, but its stat distribution at least allows a dual tank build. Due to being light, it only needs 13 res for a ward buff to protect it from verrine 2HKOs. However, tornado plus any other mithril will be enough to 2HKO, even when warded.
Section summary: So, if these units don't make good one-sided tanks and also don't make good dual tanks, why run them? What do they bring to the table over a DK? In the templar's case, it has the utility of WTA against dark, but should that really be the sole reason to pick a unit? What's more, the templar's stats are heavily slanted toward physical defense, but dark magic hits res, making it somewhat counterproductive if you're picking it for that reason. If templar and adept had just a few more stat points somewhere (and if light units could hit 20 pow...), there might actually be a legitimate tradeoff for picking them.
---
Next, let's try anti-magic magic units.
Shaman [Bulky]
Stats at level 20
HP [2/15%]: 40.00
POW [2/10%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 11.00
DEF [0/0%]: 11.00
RES [2/15%]: 17.00
LCK [0/0%]: 10.00
Like how the DK hits 34/18/14, this unit can also become impossible to 2HKO by buffing it. 40/15 is a breakpoint, so it actually has a couple extra points to play with. Insofar as anti-magic goes, it's okay, but it'll largely be fighting against WTN and WTD. It could go for 18 res, but then it would miss out on either 20 pow or dual tank potential.
Mage [Bulky]
Stats at level 20
HP [2/0%]: 34.00
POW [2/20%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 13.00
DEF [0/0%]: 10.00
RES [2/20%]: 19.00
LCK [0/0%]: 10.00
Supposing dark wasn't on every team, it could serve as a decent anti-magic unit. It fails as a dual tank, however. It is capable of achieving 40/11/15 defenses by shuffling around a few points, but 40/15 is no longer a breakpoint when you have WTD against dark, rendering it largely pointless. You could go for 40/11/16, but then you're at 19 power just like the adept.
Monk [Bulky]
Stats at level 20
HP [2/0%]: 32.00
POW [2/20%]: 19.00
SKL [0/0%]: 12.00
SPD [2/20%]: 20.00
DEF [0/0%]: 9.00
RES [0/0%]: 13.00
LCK [0/0%]: 12.00
Unlike the mage, this unit simply cannot dual tank at all. Its stat spread seems to suggest going speedy, and it can indeed hit 20 spd even with a -nature. Pursuit is also the only way you're going to put out decent damage as a light user. You could dump speed to hit up to 19 res, but it simply can't build to both pursuit and take magic hits, which holds it back a lot. You could also run offensive nature for more skill/luck in exchange for some def/res. I haven't done the calcs to tell if 13 res actually helps for anything that 11 doesn't.
Section summary: Once again, dark is the only unit type that seems to come with competent stats. The mage is screwed out of the ability to dual tank effectively by literally a single point of res, and if it used dark magic instead, it would actually be a considerably better unit. The monk just seems poorly equipped for unpromos, where dodge is often insufficient for survival, although having WTA over dark is a saving grace. Its problem is that it's supposed to counter darks, but can't build into doing anything useful while doing so.
---
Let's finally get on to physical units. Like how I started with magic units that were made to fight physicals, I'm going to start here with physical units that are meant to face magical ones.
Mystic [Scholar]
Stats at level 20
HP [0/0%]: 32.00
POW [2/20%]: 20.00
SKL [2/20%]: 19.00
SPD [0/0%]: 12.00
DEF [0/0%]: 6.00
RES [2/0%]: 20.00
LCK [0/0%]: 8.00
The premier pegmage killer, and probably one of the best units in the game. Could technically pursuit by going glass cannon, but it loses the ability to tank verrines then.
Assailant [Careful]
Stats at level 20
HP [0/0%]: 34.00
POW [2/15%]: 20.00
SKL [0/0%]: 13.00
SPD [2/20%]: 19.00
DEF [0/0%]: 7.00
RES [2/5%]: 18.00
LCK [0/0%]: 7.00
Axe user that pursuits and can take two verrines. Has the advantage of using well... axes, so while it can't hit from two range like the mystic can, it will hit slightly harder. The only bad thing I can say about it is it misses out on 20 spd.
Pikeman [Careful]
Stats at level 20
HP [0/0%]: 34.00
POW [2/20%]: 20.00
SKL [0/0%]: 13.00
SPD [2/20%]: 19.00
DEF [0/0%]: 6.00
RES [2/0%]: 18.00
LCK [0/0%]: 8.00
This is... basically the same unit as above, but with lances. It's pretty much strictly inferior due to the lower power. There is absolutely no reason to ever run this unit.
Warder [Scholar]
Stats at level 20
HP [0/0%]: 34.00
POW [2/20%]: 20.00
SKL [2/20%]: 20.00
SPD [0/0%]: 12.00
DEF [0/0%]: 6.00
RES [2/0%]: 19.00
LCK [0/0%]: 7.00
Forced into a wrath build due to the inability to hit both 20 pow and anything over 18 spd at the same time without use of glass cannon. It has a slightly higher hit/crit rate than the mystic, but doing it from one range with less power is not a worthwhile tradeoff in the least bit.
Section summary: These units seem to be a bit more competent at their job than the magic units trying to counter physical ones. Even the pikeman is at least viable, even if it is horribly outclassed.
---
Next, the same units, built as dual tanks.
Mystic [Bulky]
Stats at level 20
HP [1/15%]: 40.00
POW [2/20%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 12.00
DEF [2/5%]: 11.00
RES [1/0%]: 19.00
LCK [0/0%]: 8.00
Arguably a lot worse than the above mystic, it sacrifices a point of res and its ability to wrath for the ability to dual tank effectively while shielded. If only taking one verrine + one mithril axe (without buffs) is of concern, then one point of def can be moved to res.
Assailant [Bulky]
Stats at level 20
HP [0/5%]: 36.00
POW [2/5%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 11.00
DEF [2/15%]: 14.00
RES [2/15%]: 20.00
LCK [0/0%]: 7.00
Surprisingly solid, I don't think the assailant needs much help at all compared to some of the other units out there. Its stats are all in the right places, and it gets the strongest weapon type to boot. If you wanted to go 34/14/18, you could even salvage 3 points for a nihil build.
Pikeman [Bulky]
Stats at level 20
HP [0/0%]: 34.00
POW [2/10%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 11.00
DEF [2/20%]: 14.00
RES [2/10%]: 20.00
LCK [0/0%]: 8.00
Once again, the pikeman is horribly outclassed by the assailant. It has the same stat total, but because one of those points goes to luck instead of one that we're building for, it's effectively lower. As an aside, since this is the first time it has been relevant, 34/14 is also a breakpoint for surviving a killer bow crit, even if this unit can't take full advantage of shield due to using lances.
Warder [Bulky]
Stats at level 20
HP [0/0%]: 34.00
POW [2/20%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 12.00
DEF [2/20%]: 14.00
RES [2/0%]: 19.00
LCK [0/0%]: 7.00
...I think this thing had a better niche as a wrath unit. It's completely outclassed in this role. On the plus side, it does get WTA over axes, which is more than the pikeman can say. You could run 13 def/20 res, if you value the res over surviving killer bow crits.
Section summary: Unlike their magical brethren, physical anti-magic units are certainly capable of building to do their job. The problem lies in how heavily the pikeman and warder get outclassed. They're using inferior weapons, so why do they share the same base stat totals, while suffering from inferior placement of those stats? With just a small boost to their base stat totals, they could establish a well-defined niche for themselves, but due to the way FETO is currently balanced, it just doesn't work.
---
Next up, physical anti-physical units.
Archer [Bulky]
Stats at level 20
HP [2/0%]: 34.00
POW [2/20%]: 20.00
SKL [2/20%]: 20.00
SPD [0/0%]: 12.00
DEF [0/0%]: 11.00
RES [0/0%]: 10.00
LCK [0/0%]: 11.00
...lolwut. It may promote into one of the best units in the game, but it's pretty bad for unpromotes. ...at least compared to the mystic, anyway. It cannot survive two mithril axes without forsaking power (best it can do is 34 hp/17 def before dipping into pow), so you may as well just max skill for wrath or go glass cannon for pursuit. I guess it's not much of an anti-physical physical, is it?
Fighter [Bulky]
Stats at level 20
HP [0/0%]: 34.00
POW [2/10%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 11.00
DEF [2/20%]: 18.00
RES [2/10%]: 14.00
LCK [0/0%]: 9.00
34/18/14. Yawn. Has the benefit of using axes, making it one of the best physical anti-physical foot units.
Soldier [Brute]
Stats at level 20
HP [2/0%]: 36.00
POW [2/20%]: 20.00
SKL [0/0%]: 15.00
SPD [0/0%]: 11.00
DEF [2/20%]: 19.00
RES [0/0%]: 7.00
LCK [0/0%]: 11.00
Nope. Nope. NOPE. It can't dual tank at all, nor can it hit 20 def if it tries. Maybe you could say "screw defense" and wrath with it, but it uses lances, and there's no way for it to hit 20 spd for pursuit, either. There are already better units out there if you want physical wrath, and there are way better units out there if you want physical pursuit.
Mercenary [Brute]
Stats at level 20
HP [0/0%]: 30.00
POW [2/20%]: 19.00
SKL [0/0%]: 15.00
SPD [2/20%]: 20.00
DEF [2/0%]: 13.00
RES [0/0%]: 7.00
LCK [0/0%]: 12.00
This is basically the physical version of a monk. It can't hit 20 power, uses the worst weapon type, but easily caps speed with a -nature. It stays alive by virtue of the fact that it carries WTA against axe users, so it'll be hard to hit... probably. Also like the monk, you could go with an offensive nature and trade up to 4 def for 4 luck, but I haven't done the math on whether or not that def is useful for anything. Unlike the monk, however, it doesn't even have the choice to build for max power while taking at least two hits from what it's supposed to counter in the first place; it hits 30 hp/19 pow/17 def for a defensive build, so it still gets 2HKO'd by any physical mithril.
Section summary: So, we have the archer, which is good as a glass cannon build and is saved by virtue of being an archer, and the fighter, which is the only def-oriented physical foot unit that gets access to competent stats. Soldier gets screwed by inferior weapon and inferior stats, and mercenary gets screwed by even more inferior weapon and even more inferior stats. Are we noticing a pattern yet?
---
The last of the offensive foot units, armors would all be fantastic units if some of them weren't screwed on stats. Control over the weapon triangle is a great thing, and even swords/lances is a strong combination.
Footman [Bulky]
Stats at level 20
HP [0/10%]: 44.00
POW [2/5%]: 20.00
SKL [0/0%]: 14.00
SPD [0/0%]: 8.00
DEF [2/5%]: 22.00
RES [2/20%]: 13.00
LCK [0/0%]: 5.00
Axes and swords. An incredibly strong dual tank.
Guard [Bulky]
Stats at level 20
HP [0/10%]: 44.00
POW [2/0%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 8.00
DEF [2/10%]: 24.00
RES [2/20%]: 12.00
LCK [0/0%]: 6.00
Axes and lances. Unlike the above, two verrine can KO. You might want to just run 25/11, since it gets KO'd by magic anyway. Despite that, this unit is still very viable, and depending on team comp, may be better than a footman.
Knight [Bulky]
Stats at level 20
HP [0/10%]: 44.00
POW [2/15%]: 20.00
SKL [0/0%]: 15.00
SPD [0/0%]: 8.00
DEF [2/0%]: 20.00
RES [2/15%]: 13.00
LCK [0/0%]: 6.00
Swords and lances. Terrible. It gets too much skill, so it completely wastes the potential of an armor. If it goes over 20 def, it loses either power, hp, or res, which is going to screw it over somehow. It just can't get everything it wants. To seal the deal, it can't put out damage like the other two can, since it doesn't have access to axes.
Section summary: How is it that even with armors, the non-axe units still get screwed over? It's a really disturbing trend, because with just some slightly shifted stats, the knight could have been a really good unit.
---
I suppose I'll segue into mounts with a section on healers now, although they aren't really part of my main point. I think healers are probably some of the most well balanced units in the game, actually.
Curate [Bulky]
Stats at level 20
HP [2/10%]: 40.00
POW [2/0%]: 15.00
SKL [0/0%]: 14.00
SPD [0/5%]: 13.00
DEF [0/5%]: 15.00
RES [2/20%]: 15.00
LCK [0/0%]: 11.00
Cleric [Defencive]
Stats at level 20
HP [2/20%]: 40.00
POW [1/0%]: 15.00
SKL [0/0%]: 11.00
SPD [1/0%]: 15.00
DEF [2/20%]: 15.00
RES [0/0%]: 16.00
LCK [0/0%]: 11.00
Same basic goal with both of them: Survive using nihil and be able to give +4 buffs. Cleric just does it better, with additional resistance to pursuit. In fact, cleric can even hit 20 power at the expense of being a perfect dual tank to get access to +5 buffs (and stronger healing, of course). Despite all those apparent advantages the cleric has, a curate does have one sole niche that a cleric cannot ever hope to fulfill: It has 9 base con, 3 higher than the cleric.
Troubadour [Bulky]
Stats at level 20
HP [2/20%]: 40.00
POW [2/0%]: 15.00
SKL [0/0%]: 11.00
SPD [0/0%]: 14.00
DEF [2/5%]: 13.00
RES [0/15%]: 15.00
LCK [0/0%]: 13.00
Heaven Kn. [Defencive]
Stats at level 20
HP [2/20%]: 40.00
POW [2/15%]: 15.00
SKL [0/0%]: 10.00
SPD [0/15%]: 22.00
DEF [0/0%]: 7.00
RES [0/0%]: 16.00
LCK [0/0%]: 13.00
The mounted versions of a healer. They trade the ability to dual tank in favor of being... mounted healers. I think the heaven knight might need a bit more incentive to be picked (I never see these things, ever), but other than that, fairly well balanced in the grand scope of things... probably.
Section summary: Besides the heaven knight, healers seem to be fine.
---
Okay, back to business. Mounts. Since I started with magic before, I'll start with peg mages here.
Lunar Kn. [Bulky]
Stats at level 20
HP [0/10%]: 32.00
POW [2/10%]: 15.00
SKL [0/0%]: 10.00
SPD [2/20%]: 24.00
DEF [0/0%]: 8.00
RES [2/0%]: 17.00
LCK [0/0%]: 11.00
Pegs have a pretty nasty little problem. They're locked into low power, and rely on pursuit. So... whatever peg gets the strongest weapon has a huge advantage. Which is why we have lunar knights.
Gale Kn. [Defencive]
Stats at level 20
HP [1/10%]: 34.00
POW [2/15%]: 15.00
SKL [0/0%]: 11.00
SPD [2/15%]: 24.00
DEF [0/0%]: 7.00
RES [1/0%]: 15.00
LCK [0/0%]: 12.00
The only other peg you will ever see. These stats are near identical to the lunar in terms of functionality, except it gets aurora'd easily. You could lower the speed to fix that and still probably get your pursuit, but its functional base stat total is still lower. And because it uses anima, it's innately weaker. There is literally no incentive to run this over a lunar knight, besides that it's anima.
Solar Kn. [Defencive]
Stats at level 20
HP [2/5%]: 34.00
POW [2/20%]: 15.00
SKL [0/0%]: 12.00
SPD [2/15%]: 24.00
DEF [0/0%]: 7.00
RES [0/0%]: 13.00
LCK [0/0%]: 13.00
Lolar knight. It's been the brunt of many a joke, due to just how terrible it is. Like the pegs above it, it survives a mithril bow from full HP, and hits 15 pow and 24 spd. But, it's got the worst res of all and does the least damage because it uses light magic. The extra luck means it'll dodge a little better, but you could build a lunar to have higher luck, too. There's just no incentive to pick this, not even as a counter to dark.
Section summary: Pegs are just horribly balanced. Gale and solar need some kind of incentive for picking them over lunar, since there's nothing they do better right now.
---
Next up, physical mounts. Some of these are just so much better than others, it's ridiculous.
Wyv. Rider [Bulky]
Stats at level 20
HP [0/0%]: 34.00
POW [2/10%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 12.00
DEF [2/10%]: 20.00
RES [2/20%]: 14.00
LCK [0/0%]: 7.00
Probably one of the best physical mounts in the game. Killer defense, axes, and with a ward it can't be 2HKO'd (well, almost; mithril bow + verrine/tornado or mithril bow + silver bow can kill it). It can also go 34/18/14 with 14 spd for nihil.
Wyv. Rider [Rogue]
Stats at level 20
HP [0/0%]: 34.00
POW [2/20%]: 20.00
SKL [0/0%]: 13.00
SPD [2/20%]: 20.00
DEF [2/0%]: 18.00
RES [0/0%]: 6.00
LCK [0/0%]: 7.00
Same unit, built as a tanky pursuiter to show its versatility. Note that it's still 2HKO proof on the physical side, excepting bows.
Wyv. Fighter [Bulky]
Stats at level 20
HP [0/0%]: 36.00
POW [2/10%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 12.00
DEF [2/10%]: 20.00
RES [2/20%]: 13.00
LCK [0/0%]: 7.00
Functionally identical to the wyvern rider, except it uses swords. Unlike most sword units, this one actually has good stats. Like the rider, it can also pull off a nearly identical pursuit build, which I won't be listing to avoid redundancy.
Raider [Bulky]
Stats at level 20
HP [0/5%]: 36.00
POW [2/15%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 11.00
DEF [2/0%]: 17.00
RES [2/20%]: 13.00
LCK [0/0%]: 8.00
Axe-wielding horse mounted unit. It can't 34/18/14, but 36/17/13 is the same breakpoint, so it's just as well. Solid unit, not much to say.
Cavalier [Bulky]
Stats at level 20
HP [2/5%]: 40.00
POW [2/20%]: 20.00
SKL [0/0%]: 12.00
SPD [0/0%]: 11.00
DEF [2/5%]: 16.00
RES [0/10%]: 11.00
LCK [0/0%]: 9.00
Surprisingly, it somehow is able to dual tank with a ward buff, as it remarkably hits the 16 def necessary to protect it from mithril axes, something so many lance/anima users wish they could do. Other than that, though... it doesn't have much going for it. Lance users need something better than what axe users have, not "roughly equal." It can't even be a good glass cannon, since it only hits 19 speed.
Scout [Bulky]
Stats at level 20
HP [2/0%]: 36.00
POW [2/20%]: 20.00
SKL [0/0%]: 11.00
SPD [0/0%]: 13.00
DEF [2/20%]: 19.00
RES [0/0%]: 8.00
LCK [0/0%]: 10.00
This unit is frankly, terrible. It can't dual tank at all, and its single-sided tanking is meh at best. It can't hit 20 pow/20 spd without a glass cannon nature, and since it uses swords, it has no damage output. What does this unit have over the other mounts, besides being a potential counter to axe users (which the wyvern fighter does better)?
Nomad [Bulky]
Stats at level 20
HP [2/0%]: 36.00
POW [2/20%]: 20.00
SKL [0/0%]: 11.00
SPD [2/20%]: 20.00
DEF [0/0%]: 11.00
RES [0/0%]: 10.00
LCK [0/0%]: 9.00
Probably its best option. It can also be built as a physical tank, running 36 hp/14 spd/17 def instead of the above, which beats the archer for an anti-physical bow user. But, that causes it to lose most of its offensive potential, on one of the best first strike units in the game. Not much to comment on, since the only other unit competing for the same niche is...
Peg. Archer [Bulky]
Stats at level 20
HP [2/0%]: 34.00
POW [2/20%]: 19.00
SKL [0/0%]: 13.00
SPD [2/20%]: 20.00
DEF [0/0%]: 8.00
RES [0/0%]: 13.00
LCK [0/0%]: 11.00
...unable to hit 20 power. You could run it with 14 spd/19 res for anti-magic, but whatever. So many units do that better that it has practically no niche left whatsoever.
Peg. Knight [Bulky]
Stats at level 20
HP [2/0%]: 34.00
POW [2/20%]: 19.00
SKL [0/0%]: 12.00
SPD [2/20%]: 20.00
DEF [0/0%]: 10.00
RES [0/0%]: 12.00
LCK [0/0%]: 11.00
No niche. At all. Hm, you say it can pursuit? Great. So can wyverns, and they can actually take a hit, and aren't plagued with 19 power. In a game where axes are already at the top of the totem pole, this simply doesn't bring anything to to the table that a wyvern rider or wyvern fighter can't do better.
Section summary: Wyvern rider is great. Wyvern fighter is surprisingly good, and is probably the single most viable sword user in the game. Raider is good. Cav is somehow decent, but still doesn't leave any incentive to pick it. Scout is garbage. Nomad actually has a good niche for itself. Peg archer is terrible. Peg knight is terrible. Any mount that isn't a wyvern, raider, or nomad needs some kind of buff to be worth using over other units.
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And somehow, I'm finally done.
tl;dr: Dark and axe users aren't just better than other units because of their weapons. They generally have better stat spreads, too, which grossly skews the metagame, as well as the weapon triangle. If, in a later edition of FETO, most sword, lance, light, and anima users were to receive small buffs to their base stats, they could have actual legitimate reasons to be picked over their axe and dark brethren.