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It's pretty useful for most light class and particularly those that already have high SKL growth like swordmaster.
A lightning swordmaster with trait around critical is devastating (and the more the merrier), I nearly beat the end boss in 1 round with a team full of swordmasters build around criticals.
The lightning affinity is particularly good there as it gives bonus to STR (damage) and SKL (hit and crit).
But keep in mind that's purely offensive units that won't tank many damage.
It seems that hitting with magic uses the same rules than with melee or archery so SKL is also useful for them for not missing. But magic units already have enough SKL to hit IMO you are better going full MAG road with magic unit.
The game is pretty straight forward for developping units.
STR and HP (fire, earth or dark affinity) for heavy frontline units
SKL and STR (lightning and fire affinity) for light damage units
MAG (water and dark afinity) for magic units
STR and MAG (dark affinity, and maybe water or fire are OK too) for dragon cause their damage is STR+MAG
LDR (Light affinity) for leading units
It's also not a bad idea to have units of the same type with different affinity, as exterior condition such as weather or day and night could give them bonus or maluses.
For example dark affinity are stronger at night and weaker during the day, etc.
You can find these informations in the in game guide
But Dark could still be useful as frontline unit as the MAG boost helps defending against magic, not as powerful as before though.
I'm still not sure exactly how those work but they seem to happen more often for ranged/light classes.
Not 100% all, but nearly.
Free action should be based on morale.
If you use your ranged/light units more often/have a better morale, they tend do get more free turns.