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Steal is usually a non-issue, because most of it is determined by the levels, and the ones that have good chances of stealing from you probably already have enough power to be a threat without any weapon anyway.
What you actually want to do is to try and end their last turn further away from the front line, or to make sure that Marona will act before any of the nearby enemies so that she can summon something from said weapon (it gives really low exp to that phantom, but it's better than being killed by your own equipment).
To be fair, I usually mostly power up only Marona's weapon (a vase in most cases), fusing things into it to augment the equip % as much as possible for def, res and spd (the rest is not bad but optionnal given that the vase is mostly res-based).
The rest of my team gets upgrades every now and then, but they lag behind by a huge margin in both gear and levels at least until levels start to reach the thousands.
Of course, it still gets hairy when Marona gets her vase stolen, but if you use good titles it also becomes less and less of a problem.
Having one or two spirits die due to enemy taking a strong weapon isn't a big deal, I can always summon new ones. Only Marona is irreplaceble. So I guess I should pay a lot of attention to her defensive stats, and also try to keep her out of the firezone a bit more.
Only giving Marona an uber weapon might be a good idea strategywise, but at the same time it would make the game boring I fear. I usually train too much characters when the ammount of characters is optional. For instance I had over twice the ammount of characters usuable in a map in Disgaea2, it's just fun to have a lot of characters. I guess I have pokemon syndrome? Usually halfway through a game I regret doing this, due to all the work training. But seriously, only 1 trained character is boring.
Anyway, time to continue PB. Thanks again for the advice.