I don't believe that exp losses or massive death penalties as you guys are advocating at all add any bit of difficulty to the game. It only serves to make the game much more of a grindfest. You're asking for increased difficulty and are instead asking to be forced to go back and grind on those lame 10+ link monsters you can already kill so easily, what for? How does that add to your immersion?

Monsters need better AI and abilities and stats that actually scale to our overpowered characters. Take for example the moogle fight, each moogle has it's own attributes and abilities that make each annoying in their own way and have to be dealt with in a way that reduces your risk of failure through eliminating more troublesome moogle first.

I believe parties of beastmen in strongholds or dungeons should be organized in a similar manner and use tactics like real players would use. For instance a mob taking too much damage could call or help and a GLA type mob can run in and and cover them, flash your group and hit sentinel. Or maybe your party runs in and tries to attack a THM type mob, but it decides to blizzara and bind everyone, run away and cast sleepga, while the other mobs run in and start killing you off one by one. Have CNJ mobs that actually heal the others.

Different kinds of beastman should have varying degrees of weakness and resistance towards different kinds of attacks and enfeebles. Like GLA's strong vs arrows and melee but weak to magic. PUGs highly evasive. Archers and mages weak to physical attacks but resistant to magic. Other melees maybe take on the middle ground. Which would make you want to balance your party more evenly instead of running everything with archer spam.

I think that if mobs could fight us on equal ground the game would be much more engaging.