(Don't interpret this as me saying the hack is bad, quite the opposite, i've liked it ever since the old versions and it's easily the best ROM hack i've ever seen, taking an already good SNES game and vastly improving upon every aspect, i wouldn't be criticizing it in hopes of improvement if i didn't like it.)
The pinned post by BTB nails this, by removing status effects from an RPG like this one you take away alot of the spice that keeps it from being just healing and attacking until you either win or die, while most of the hack is very fun and satisfying due to the fair but challenging bosses that take strategy and good timing to beat, i couldn't help but notice that practically every single postgame armor shares these same effects: Making you immune to all debuffs and one hit kills, and resistant to all elements, you can still be inflicted with stat reduction; But that is much more simple and straightforward, once again, just numbers.
Think about it, there would be much more potential for challenge, strategy and diverse equipment in more than just stats if effects weren't such a nonfactor in endgame fights, and resistance to everything wasn't so commonplace, maybe you could keep immunity to all debuffs to easy mode, while in higher difficulties, some equipment could just reduce the duration of most if not all the debuffs while some makes you immune to just one or two effects? I don't know if DK changes the source code or something else to alter the mechanics but depending on what it is, it would be relatively easy, just make it so the counter to when your debuff will end starts out at the combined number your gear detracts from durations.
Speaking of status effects, the ones you inflict on enemies are quite unbalanced now tbh: On one hand you have burn and poison which only do like 1000 set damage per turn each, amazing early game; Progressively more useless as you get stronger, meanwhile defense down is practically a requirement to succeed on high difficulties since it makes bosses take double damage for multiple turns at a very low cost of either FP or frog coins, you might argue they're balanced around it but the fact that it's such a no-brainer to use in every fight that their whole defensive stats are balanced around this one debuff is the definition of OP, it's not the higher damage taken itself that's too strong, it's the fact that in a typical fight you'll always keep the bosses taking double damage because of long duration and spammability.
So, anyways, what do you think?