In an SP party THM doesn't do much besides heal. DoTs are awesome for NMs but the duration of battles makes them useless in quick killing grind situations.

Enfeebles suffer the same problem, but their use on NMs is very situational. I think Paralyze is the best one to bring to bear, it's especially useful against a casting NM such as Dodore because it provides two opportunities to interrupt each spell, when it is first cast, and the completion of it's casting. Silence could be useful but it really isn't, it's much harder to land than Paralyze and lasts a much shorter time.

The Drain line which is supposedly very thematically FF is pretty useless. Their durations are laughable and if anyone is actually taking the time to cast 2 or 3 of these and using Initiation in an NM fight, they're not making very good use of their party slot.

THM has far and away the best AoE mechanic, but their nukes rate under CON nukes by a good bit. Mostly this is due to the fact that the THM nukes do not scale at all with INT. But I still think CON could use more help than THMs.

Emulate is the single most broken ability in the THM line-up, and while I like the idea of it thematically, it probably shouldn't be indefinitely up (currently, CD = Duration). It makes THM have more mitigation against spells and certain NM weaponskills than a GLA.

THM's have very underrated weapons, the Brands do 100% Elemental damage, which is quite amazing in practice. But, I think very few people actually go out of their way to play to this strength.