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Fusion: The stats of the sub-monster control the stat bonus to the resulting monster. This, combined with the above, makes Fusion benefits much more obvious.
If I remember correctly, there are buildings you can place on your bases map that make Magichange and Fusion apply equipment stats in their formulas, thus making them significantly stronger.
Attack going down when fusing to Desco: That's probly her Evility at work, +20% ATK for every adjacent ally unit. Since the unit fusing to her is no longer adjacent, she no longer gets that bonus.
Weapon Forte: This controls what skills that character can naturally learn. However, it's only a loose indicator, and you will need to check stuff like GameFAQs to find the actual values. Each forte has an actual number value, and characters can learn all weapon skills of that weapon type, up to that value. So if a unit has Fist Forte, but the Fist value is 1, they can only learn Triple Strike.
Giant monsters(through Fusion) have increased range on their skills. Desco's 3rd skill becomes a 3x5 for example. Giant Magichange(Fusion and Magichange) cause all skills involving that weapon/weapon type to have increased range as well. The range that Big Bang(a Fist skill) gets from a Giant Fist, is the exact enemy layout of Mount Ordeals 4, and MO4 is the best Exp grind spot in this game. So Magichange ends up pretty notable for grinding later on.
I personally don't like Emizel, his personality annoys me, and I always have a better generic mage created by time he joins, and said generic will naturally obtain all attack spells, which Emizel can not do... but that's just me and how I play. But yeah, you can largely get away with just those 3 units(Desco/Emizel/Val)