After playing through the game a fair amount of times, I gotta say that the BE path feels rather underwhelming in comparison to the FMG and WG paths. I mean, both the FMG and WG paths provide a skill that in addition to dealing damage and giving path-dependent boosts also stuns the enemy (very useful), AND also provide much better stat increases - raw damage for FMG and higher HP for WG. In comparison, the BE path provides more mana, which isn't really that useful in the long run (most skills either have use limits or cooldowns, so you are already limited in how much you can use practically per battle), and the path skill's only uniqueness lies in its' ability to restore mana to all members of the players' party - which isn't that useful in the long run because a.) it is a single use skill and b.) other methods of regaining mana (that is, fish) exist, and c.) stunning enemies so that you can avoid damage, even if just for 1 turn, is in my mind a much better proposition than a single use mana recovery. I think the BE path could use some reevaluation and so that it could be more worthwhile, because as I said - the other paths are simply better overall.
Do keep in mind that all of this was written from the perspective of a "all furries on a single type of growth path" playthrough style, so the issue may be less exaggerated on a more mixed playthrough, but I feel that this is still a potential problem worth considering.