TerriblePurpose: I tend to do what you do: research optimal builds before deciding how I'm going to build my character/party. I've played a lot of CRPGs over the years and found that too many of them have 'gotcha' skills or abilities that are either useless in the game or underutilized, or just plain broken. And some have hidden or unexplained game mechanics that end up borking a character concept if you don't know about it.
timppu: That reminds me how Fallout Tactics apparently had several skills (or traits or perks or whatever they were called) that were apparently fully broken, ie. wouldn't work as intended. So investing into them was apparently quite useless.
That made me happy that I had read a FAQ which happened to mention these shortcomings, so I knew not to invest on those broken elements at all. Then again, I did restart the game from scratch again, when I realized at some point of the game that I had improved "wrong" skills at "wrong" times, and for the replay, I first made an actual "roadmap" that at which point I should upgrade which points and in which order, optimizing them.
I was playing a modded version of Fallout Tactics that apparently fixed many of the broken elements, but unfortunately the mod also made the game hard as nails, maybe the author felt the original game was "too easy" or something. That extra level of difficulty was the reason I felt I couldn't live with the bad choices I had made in the first run, as they made the game even harder than with an "optimized run". It was still quite hard on the second run, but at least I felt that time I had a fighting chance...
This reminds me of an issue the original Final Fantasy had.
* For each spell level, there are 4 white magic spells and 4 black magic spells. (There's one class that can use both types, as well as some that only get one type.)
* A character can only learn 3 spells per spell level *ever*. Once a spell is learned, it can't be removed, and you can never get that character the spell you didn't learn before.
* Some of the spells are broken or useless. In particular, LOCK, TMPR, and SABR don't work at all, LOK2 *increases* enemy evasion, and XFER doesn't work when you cast it on enemies (it works properly when enemies use it against you).
So, in other words, you have to make permanent choices about which spells you learn, and some of the spells don't work at all, meaning you can be stuck with useless spells and be unable to get useful spells because of that.
The remakes of FF1 fixed these issues:
* You're still limited to 3 spells per spell level, but you now have the option of discarding spells. You don't get the money back, and you'll need to find the store and pay again if you change your mind, but this at least allows you to take a different spell instead.
* The broken spells I mentioned above now work properly. (In particular, TMPR, called Steel or Temper depending on translation, is now one of the most useful spells in the game.)
(FF2 and FF3 *did* allow unlearning spells. In FF2, you lose all of your spell experience for that spell (so it goes back to level 1 if you re-learn it. In FF3, there's no penalty for doing so; the spell goes back into your inventory, and it can be taught to someone else without having to buy or find the spell again. FF4 and later changed the system of learning spells to the point where this discussion no longer makes sense.)