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Class changing and grinding back up is always a last ditch option.
No, seriously.
Thief is another matter entirely. As a starting class they suck against bosses. You're 100% right. What they're good at is utility skills. Padfoot is my best friend and I couldn't play the game without Nose For Treasure. Stealing items is also the most reliable source of stat seeds. Where Thieves really shine is as a second or third class because then they've got a
bunch of combat abilities or spells pre-installed.
Here's the catch: even when you start switching classes around, it's very important to always have a Thief in the party for those seed drops.
People are going to think I've got a brain injury, but I would turn your Thief into a Sage and turn the Mage into a Thief. That way your Sage will end up as a super-fast healer that almost always goes first. Late game a fast Sage with the Meteor Band can Puff to semi-reliably kill groups of Liquid Metal Slimes. The Mage-turned-Thief will now have area attack spells, Insulate, Kabuff, Kasap, Magic Barrier, Oomph, etc etc. All the buff and debuff busy work that casters need to juggle on boss fights.
Keep in mind stat growth isn't 100% linear so your mileage may vary. High Wisdom helps characters learn spells at earlier levels. Save your seeds till late game if possible.
Necrogond has a free inn and liquid metal slimes so that would be my suggestion. Generally the best place to gain levels is the strongest group of monsters you can reliably kill in one turn. That's going to be a judgement call on your part. The goal is to maximize EXP per minute spent grinding, not necessarily to fight the hardest stuff available.
It did help that each party member had about 300 luck. It helped that eggon stacks with oomph. It was also good that the gadabouts all knew hustle dance for a party heal. You don't nessasarily have to class change.
When you change classes you go back to level 1, even if you've been that class before. When you class change you keep ALL the points that character has added from seeds, and about half of their other stat points. You get to keep all the spells and abilities, which can make some nice combos.
Personally I'd swap the Thief into Sage, The Mage into Monster Wrangler, and then swap the priest either into the Warrior, or Martial Artist. This would give you 3 characters with good healing, and the wrangler able to do some minor healing, 2 characters able to cast Oomph, the Wrangler to collect the Friendly Monsters and the bonuses that unlocks.
Warrior would be a slow character, with heavy armor and physical damage, while the Martial Artist would be a VERY fast character with major gear restrictions, but massive chances to crit. With that character previously being a Priest it allows you to either heal later in the turn or heal quickly at the start of a new turn.
My strongest attack power is my Mage with about 260, off a Strength of 167, wasn't a terrible shot in that fight, but his magic was much stronger as you've no doubt discovered.