learn card and card mod with quezacotl first forget the other abilities before the field exam. NO before Ifrit that is your main priority then card as many monsters as possible Also run in to the training centre and card grats and T-rexaur this makes it easier to play triple triad as you will get shumi and possibly some other cards from the boss section. Then win the Moogle card of the boy running around the centre of garden, follow this up in the canteen by playing the guys up the back the Quistis obsessed one has her card hard to win but cool non the less. then after the exam and getting the first mission to timber go back in to garden and play Cid in his office there you get the Seifer card and some other good cards too. Followed by in Timber play Watts as he holds the Angelo card. Take it from someone who played in every section and got rid off all the rules apart from open and same wall (which doesn't work unless the same rule is played) in every area of the game it's worth it. Though re-setting a lot is neccessarry and a few card games at certain times I know there is a FAQ on game Faqs for this if you wanna read it I didn't write it or even know who did but I did use it once and learnt a lot from it. Also never lose a GF/Player card without resetting as they are unique and once gone are hard to gain again (except from queen of cards on disc 4 but thats a pain in the ass really) the only time you need lose one of them cards is when losing Ifrit to General Caraway after the prison escape on disc 2 and thats to gain the Rinoa card plus you can win ifrit back in fishermans horizon.

Oh and as for junctioning junction 2 non related GFs to each character for example Ifrit and Shiva are a no-no Ifrit and Carbuncle however is great on the support GF (generally these are those with hp related damage eg. Diablos or status changing attacks with low or no damage caused eg. Carbuncle, doom train and siren) delete the moves that give the basic draw, magic and item command just keep the more important special commands also delete the moves that aren't going to be effective, Siren won't ever really do 9,999 damage so Sum mag + 10% is not worth keeping when you got sum mag + 40% just delete all the lower ones (10 and 20 % increase) and use a hypno crown (should give sum mag + 80% ability) and you get 5 to 8 free ability slots to teach your chars something cool. With every GF in game you can have 2 GF's per character thus meaning every character needs similar training also it means that with ultimate weapons ect ect when going to fight ulti at the end you get to use any party that is summoned to fight her from the start non of this "letting her kill and remove the dead wood" should take in excess of 300 hours to complete the game this way but it is actually a much better way to play the game.

Oh and one last thing (yeah I had to put an edit in for this) when fighting Diablos draw and stock Demi spells it's a pain as your mag stat sucks and his rocks but eventually you'll get a few just keep the hp out of his one hit KO range. When you get a few demi spells from him fire them back at him he'll cast curaga on the person who cast the spell. However you must Stock the spells for this to work and eventually you will need something like renzouken or duel to kick his ass down. I got diablos with a level 13 party using this tactic before I even left the garden.