Those changes... So much things that they didn't say (and I don't know if they even remmember at the beginning) that can go wrong and unbalance for the different classes... How can I put it simple?
Crits: Now base on value vs value, that means that it will be no max value (?), how can you stack it?, it will be worth it?, if you have much higher value than your opponent it means that you always attack crit and your opponet will never get it?? (to many ways to unbalance the game and this is only the 1st topic)
Different types of crits: regard everything that everyone said so far, those changes they are not even (but by a huge far from it), so many variables that ppl don't remmember they exist:
Excitement: how it evolve in battle now with the new crits? HC will be basically the same (insted of *2 will be *1,5) but what about the others? they even raise as much as the HC?
Orgams: Can't talk about excitement with out the 100% release of it. What it will do if put with a crit? Again HC, no big difference, but what about the others? Will you heal more? Will you block more? It will be worth it, like it is right now with the *2?
(and of course) Stats: too much maths and many ppl already done it so I will not put it in here. But a few thing that ppl didn't say it by now and it's too obvious to even forget to mention. With this changes you are make it strategy base by class: HC will be for attack, Charm for defence and Know-how for Max Ego (HP); and with that NOTHING will be balanced again.
That will leave for the final (and worst of all) problem, character Class!! Right now we have 3 types of ppl (not regarding their Char Class):
the over kill: 3 girls with the most op stats of their class, full power attack, less defense for other classes (now will be for every class) and alot of ego (I don't know exactly how it work but is something like more attack more ego, because items that give 100 class stat give more ego that an item that give you 100 ego)(that reminds me, if you put a class that have crit to heal max health didn't you need to put items that actually are only to max (efficiently) your HP? Why do you put a lvl and tier X that give you 1000hp, when a lvl and tier X that give class 1000 give more Hp?? THAT'S STUPID!!)
the balanced guys: 3 girls, 1 of each types, balancing attack vs defense
the ones that are doing it for training girls or for show them: (normally I will not talk about girl lvl but this cases are a little special) not max lvl, not the max stats or defense or ego. Just fun I guess.
The problem now will be the tactic behind the char class. Because of the different types of crits now to max out the classes you have to play their role (this for players 1., for players 2. they are pratically unchanged)(players 3. they normally don't care... BUUUUT...). The only class that don't change much is HC (HC is the same, OP girls of their class). If you are a Know-how you will need to focus on HP, with Items like there is right now is a total BullSh*t, YOU CAN'T FOCUS EFFICIENTLY ON EGO ONLY, you will never will have more EGO than your match with attack base stats (with same lvl of items and girls, etc). Charm will need to focus on defence, which means that they can't be player 1., only players 2., that is a huge difference on base attack, that means they will never attack that much because of that. A counter-part of that is they will do the 3 crits by turn, that will do alot of variables make it very difficult to make a faithfull strategy...(because they will not have a good op attack neither a huge HP(?))
Because of this and the classes weakness, the players will want to change to HC. The other 2 will only compete each other, healing vs defense; right now the Know-how palyers are on top, because to max out hp they max out the attack stat soo they attack more... with weakness and all... (make yourself the maths). HC on other hand will be to much powerfull; against Know-how they have advantage, crits with *1,5 against heal of 10% max health on the next turn... thats not much of a counter for their weakness...; Charm is even worst (or could be), to attack they don't defend, to defend they will have (practically) random crit types... against full op attack with always *1,5 crits... even with advantage, they are no match...
And that is how unbalance the things will be... Now "how can you change that?" I don't know! I wasn't the one who thought about those differences between classes and what are they suppose to do, but right now (near future) they will unbalance this game like never before! You can change values, weakness, girls stats, items, in any case you will need to change the all core of the game to prevent players to change all to HC (or at least to try to if you change the option for it).
Ideas:
One way to balance will be to put the type of crit not girl class based but totally random, every one as a chance to get a heal or a plus on defence or a *1,5 on attack, that will prevent the major unbalance between classes.
You could even put the type of attack by class girl instead of char class (the weakness is the same, but if you attack an opponent that you are weak with a girls that he is weak you both attack 20% more to each other). You can role the attack by roling the girls (by orgasm), after the 3rd one you could put only the 3rd girl type or cycle to the 1st again.