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Most of the design effort seemed to go into the Quickening system and learning how to chain off those abilities... I assume that system hasnt changed much since IZJS.
You cannot change their gambits.
Mist cartridges are eparated from MP meaning you won't use MP for Espers or Quickenings.
Once you summon an esper. You can switch their gambist on and off.
You can control them manually.
Esper stats have been buffed from the original FFXII to the IZJS, but they still useless (situational at most) so the developers buffed their HP immensely in TZA, the maximum HP being 32767 they can be Bubble'ed to 65534 (65535, anyone get the reference?).
This immensely buff damage potential of a few espers since their attacks are HP based.
Shemihazai: Devour Soul uses Knot of Rust damage formula.
Exdeath: Meteor: deal random damage 0~max HP or 30k damage (50% each)
Zeromus: Gravity well uses Balance spell damage formula multiplied by 2
Zeromus: Big Bang uses Balance spell damage formula multiplied by 5
A level 99 Zeromus has the biggest damage potential of all espers being able to defeat the judges at trial level 100 with two Big Bang, the first one taking 3 off them. Level of the esper is tied with its summoner.