Robot & Pilot upgrade Suggestion "Spoiler"
Continuous Action is still an essential skill for almost every pilot. Some exceptions would be supply or repair oriented pilots such as C.C., Sayaka, or Fa. It costs 330 PP up from 300 in Hakai-Hen, but it's more than worth it if you're going for the Super Robot points that have a turn limit.
Hit&Away very useful for the motherships and pilots like Lockon or anyone with MAP attacks.
Dash is useful on any pilot that doesn't have the Accelerate (+3 Move) spirit command, such as Takeru in Godmars, Chirico in his ATs, or almost anyone from Code Geass.
If you're trying to make a character an ace, but don't want them to become over-leveled, then give them a few levels of Support Attack. For example, if Kallen attacks a unit, is supported by Lockon, and Lockon kills the enemy, then Kallen gets the experience but Lockon gets the kill.
SP Recovery skills are best utilized on pilots that are somewhat dependent on their spirit abilities, such as Setsuna, Alto, or whoever is going to be your subpilot for Shin Getter.
E-Save is a necessity on almost any Super Robot class character, since a significant portion of their attacks are energy based. It's also helpful on Setsuna or Tieria, who have almost exclusively EN based attacks.
B-Save is more of a situational skill, where Super Robots primarily use EN attacks, Real Robots tend to have a mix of EN and ammo attacks. Pilots that lean more towards the ammo based attack set would be the Macross Frontier team, Lockon, Amuro, and Trowa.
As you progress through the game, some of your units will be upgraded (Guren Mk-II-Guren Flight-Enabled, Wing Gundam-Wing Gundam Zero, etc.). Don't worry about holding back on upgrading these units until you get the new unit, all upgrades are carried over from one unit to the next. One unique circumstance is Esther's BrastaEs and Crowe's regular Brasta. Upgrades to the BrastaEs carry over to Crowe's Brasta, so upgrading BrastaEs should take priority. Don't put too much money into the Banpresto Originals from Z1 (Setsuko and Rand), as they only stay with your party for about five stages each, then leave until the last act of the game. They're powerful characters, but you should save your money for units that stay with your group for a larger portion of the game.
A good rule of thumb for upgrading your mechs is as follows: Super Robots should focus on armor, EN, HP, and accuracy. Real Robots should focus on mobility and accuracy, with EN being upgraded on an as needed basis.
Swapping Pilots: In the case of the mechs from the Gundam series, it's possible to have pilots swap mechs with one another. There are some rules to this however. 1: The units must be from the same continuity (Universal Century, After War, After Colony), with the exception being the Turn A Gundam units, which can pilot Universal Century mechs, and vice versa. 2: Gundam 00 and Gundam Seed Destiny characters can't switch mechs for personal reasons that are explained in their shows. (Seed Destiny characters don't want their technology falling into the wrong hands and the Gundams from 00 are specially tuned to each pilot.) 3: The VOTOMS pilots can all switch to various different loadouts of the Scopedogs.
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