I get you have high-level knowledge of literally everything in every game, but none of this is the point (except I like where you admit the abilities in VI are useless, because they're so liberally distributed and basically do nothing of value. Yes, I agree the Esper system is dumb and sucks.).
It's not weak because of my compulsion (I don't have a compulsion to grind abilities for everyone anyway) it's weak because it gives everything and demands nearly nothing (besides grinding, which only takes up player time and leaves no mark on the actual game itself besides making characters better in small increments as a side-effect).Your argument is simply that because VI doesn't physically limit the player that the system is weak because you feel compelled to teach every character every spell because the game gives you the option to do so. So to me, this logic is akin to me saying that I can make all my characters in VII into clones with the materia system and the system sucks because of it and my reason is because that since the game gives me the option to do it, that I have to. The reality is that to me this is really more of the player's problem than the games design, it's like the people who hate on the License Board because you can teach every character every skill and use of every equipment.
Giving all your characters the same abilities in VII is the player's choice, but they can't give everyone everything, which is what you can do in VI and which begins to happen naturally over the course of the game.
No, only most of the spells, and you can still add this one to the checklists at no cost (but player time and character strengthening).Yes and Crusader itself is most likely going to be gained at the final dungeon as well which makes it impractical to teach Meltdown to every character since it arrives so late. Meaning unless you take the time to grind, you are not going to be able to teach every spell to every character.
Fine, as you leave Zozo and head to Jidoor.Now you're just being dramatic, first off, you are pretty much at Zozo's entrance and past your time there by the time the game gives you access to your four espers. The average ABP you get in the WoB is 3 and that's when you reach the Sealed Cave about a good eight hours later, until then it's just 1 or 2 ABP per battle meaning that trying to teach all four of your party members every spell you have access to will take about 200 to 400 battles, considering stats only increase through espers and you're extremely limited at this point, you've just shot yourself in the foot cause you wasted about 20 levels to teach characters spells that will be easier to acquire later on. The average you get in the WoR is 4-5 so I wouldn't call that "liberally giving ABP" also bosses don't give that much ABP either until near the game's end. Yes there are APB grind points in both sections but depending on which version you are playing you are not likely to be bothering with this until WoR.
Anyway - the first Esper you get is Ramuh. The easiest spell to learn from Ramuh is learned at a clip of 10x. Say you learn 2 ABP per fight walking on the World Map. In 5 fights Locke will learn Thunder. In 5 more, Celes can learn it. 5 more, Cyan, etc. Yes, different things are learned at different rates, but the natural progression of the game let the members of your team learn the lion's share of what the Espers have to offer. I'd call this liberal. Not having at least two characters learn Thunder by around the time you set foot back in Jidoor I'd call neglect. What I wouldn't call it is customization.
Yes it's true you can fail to get all the big Materia to get all the Master Materia but even then, it's not like you really need to be using every spell or ability master materia gives you. Also, despite what you may think, it's actually possible to permanently lose some of the espers in VI so it's not like they are a given either. Also since it's difficult to get consistently high ABP from Cauctaurs and Slagworms tend to use Sneeze before death to screw you out of their ABP, you are still looking at having to go through anywhere from 250-500 battles to teach everyone one end game spell like Re-Raise or Ultima, just like grinding to get copies of the unique endgame materia or Master Materia in VII is also impractical because of the huge grind. This grinding is suppose to detour you from teaching everyone every spell. Teaching every character magic in VI is like trying to get to level 99 in any RPG, just cause you can, doesn't mean the developers meant for you to do so.Not to mention, the ultimate payoff (Master Materia) is much more demanding than about anything in VI. To get the Master Magic, for instance, you need to level up every green orb, including the one you only find in the game's final stage. Not only that, but say you don't stop the train in North Corel...
In VI (I'm going to make one last comparison to VII, and not a value judgment of VII), every character's gateway to knowing everything is barred by grinding. Do the grinding (which isn't even that demanding), and you know everything. In VII, the gateway to knowing everything is... the game itself. As in, you literally cannot give someone every ability at once (barring the endgame secret Materias). It doesn't matter that Deathblow sucks or whatever is garbage, this argument is about what the game does and does not allow the player to do with/to his party over the course of the game.