Yep! The philosophy behind the job classes is to diversify and customize your troops for certain styles of play, so switching base job classes will mean fewer skill points for advanced class skills, though it is possible.
Rest peacefully! We are actively avoiding skills like the infamous Charge +1~10 that certain classes from other strategy RPGs have used to pad out their skill trees. Each class has unique, useful skills that remain useful even after getting others further down the tree.
Pub quests will be selected from a list of created ones, though some will be region and story progression specific. We plan to have a few repeatable ones in the overall batch as well, though rewards will likely lessen the more a quest is repeated.
Instead of various difficulty levels the goal is to balance the gameplay to where battles can be lethal regardless of if you grind or not. The terrain & weather will play a large part in the gameplay and with mechanics in place to fully utilize height differences/obstacles/casting susceptibility, it's possible a battle you power leveled for could still take you down.
We will implement some basic scaling of enemy levels even in story battles relative to the player.
Not currently, no. While it was interesting in games like Final Fantasy Tactics and Tactics Ogre, Arcadian Atlas isn't those games, and we don't want to repeat something just because other games in the genre have.
Don't see the answer to your question? Ask the project creator directly.