Thank you so much for playing!
On damage numbers - Basic attacks actually do have the same damage scaling as most skills in the current build. So in consequence, the damage range of characters end up being pretty similar on their skills. The skills are also similar to each other in damage. This is intentional on my part to allow for party build flexibility in the future and also to keep damage ranges predictable.
It is not apparent now, but what makes skills special will be in their utility to inflict status effects or reach even greater heights in damage. In this build you can do up to 40(!) damage as Fighter in a single attack with Shield Bash, and her Brave Assault is a very consistent source of extra damage and turns (averaging at 8-15 damage), especially when done to a target with defense down. In contrast, the Rogue has two skills unrelated to directly damaging the enemy, but these skills open up your options in another way. Substitution arts is a massive DEF buff (It will be changed to a more fitting status effect, but still related!), allowing him to completely dodge attacks directed towards him at times, costing the enemy their turn. While his knife throw is actually a magical attack, letting him always strike true and greatly reduce the defense of the target.
Basically, I'm aiming for a "horizontal" game design where you must pick and choose the right skills, and effects to inflict to deal the most amount of damage and gain the most amount of turns while also still being able to afford to keep your party standing.
With that being said, I will take your feedback into account! I'm still figuring out the design myself.