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Just keep an eye out for purple-eyed enemy symbols and they're quite easy to avoid, they all pack some nasty stuff from here on, though it's still not unreasonable to fight them.
If you do want to fight the trolls (there's an event battle with one you have to do later), you can blow them up quite easily in 2 turns without being overleveled, by using covens with marginal mazes to cast donum, such as the red goat pact or peco's pact and use their fire donum. Red goat pact is particularly good in melm since red sheep strike is a powerful blunt attack for a very low DP cost.
It's just that trolls hit your whole brigade and do a lot of status effects, so there's a lot of chances for things to go wrong (mainly crit gore, or not being able to move due to startle or poison). If you have one or two peer fortress dual wielding katars they'll help take some pressure off the party, just make sure to fortify coven or they won't actually guard other puppets.
Lastly, it's not really worth fusing armors. You can do it with weapons since you 1: use a bunch of different weapon types, and 2: it actually gives decent stats. For armor, everyone more or less use the same item types, and anything you no longer need is also unlikely to provide any useful stats.
when you've gone through the story more and are back tracking to find specific quest items or end game treasure it will make more sense why these strong monsters are here.