Took two tries to get the Genji Armor from Gilgamesh since the stupid knife didn't want to mug the first time, meaning I had to do the annoying Necrophobe fight twice. Necrophobe himself wasn't bad at all, but until I had him down to a couple barriers they were rough.
Once I had a save point I took on Shinryu.
It was easier than I expected. Used a random battle against a Behemoth and Gorgimera to weaken myself, which went fine. Then Shinryu itself didn't really pose any problem. Got Berserk off with the Wonder Wand immediately, but Shinryu got an attack in before I got to guard. Fortunately it was on Faris, who was loaded with evasion equipment just in case, and she safely dodged it. Smooth sailing from that point, I slowed Faris so I didn't have to input guard as often, and never had an attack from Shinryu come up while she wasn't guarding. Not that it would have mattered too much because she dodged nearly everything anyway.
I tried to use Flash early on while the Beastmaster dealt damage, but that was wasting turns and MP, so I ended up just casting comet with Lenna and Bartz.
My current party is:
(mastered) Blue Mage with the Knight's 'Two-Handed' as secondary
Summoner with White Magic as secondary
Monk
Thief with the Beastmaster's 'Control' as secondary, to help my Blue Mage
I plan to change my Summoner back to WM once mastered (or maybe Dancer?) and Thief to Ninja once mastered (I heard it was good to master Thief because of stats or some such). I might switch Monk to Samurai - I want to have a superlative physical fighter on my team - and I had planned on just leaving my Blue Mage as is, as he's adept with both physical attacks and magic, but maybe I'll switch him to something else if it's not a good idea to leave characters in one job for too long.
You should definitely mix some other jobs in there, and look for some more creative combos.
For example, Ninja's scrolls are based on magic power, multi-target, and they are dirt cheap once they are available for purchase. So combining a Ninja with a powerful magic class allows you to do some heavy magic to all enemies damage for no MP. Either giving a Ninja white/black/time/summon, or giving a caster the throw command works fine. Black Mage has solid offensive magic in general so it isn't as useful there, but White and Time are both lacking in the damage department so it gives them a big boost. And Summoner is very MP heavy, so having scrolls as an option lets you use their MP reserve for utility summons like Golem or Carbuncle instead of offense.
You probably also want to get Spellblade on a character that will be using Spellblade-compatible weapons. Mystic Knight isn't that great of a job for random encounters, but they are excellent boss slayers. A surprising number of bosses (including part of the final boss) fall in a single blow to Break Blade, and many bosses have elemental weaknesses that you can hit for huge damage. And when all else fails Drain Blade heals you with every attack, which is nice for longer battles.
Bard is an easily overlooked job since it sounds kind of useless. It's actually all kinds of amazing though. As is Chemist.
Exdeath didn't really do much at all and went down easily, but Neo Exdeath definitely put up a fight this time. I took three Almagests before I finally got rid of that part, and it was preparing for a fourth when it finally went down. I also took two grand crosses, the first of which was pretty painful - one death, one zombie, one hurricane, and one frog.
Blue Magic though. I just kept coming right back. Mighty Guard for quick buffing, and White Wind for full party healing. Aeroga and two handed Ragnarok made for solid damage, along with the appropriate whips. And once the Almagest part finally went down it was easy from there. Somehow I managed to balance damage between the last two parts perfectly, they went down one after another. I planned on summoning a Zu to finish it out the last part quickly, but I didn't get an opportunity to release it before #victory.