These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
When one of your party dies, go to a town. You'll find their ghost floating around where they usually stand. If you try to speak to them, all you get is "..."
The effect of petrification. The party member looks like a cracked stone statue, and it's not healed once the battle is over. Rather, the character appears to be dragging itself behind the party like a possessed statue.
Faux Symbolism: While it's not directly mentioned, each town represents one of the Seven Deadly Sins, and in the second half of the game is haunted by a demon also representing the sin.
Game Breaker: The moment you hit Urbeth (at least after the Liberte arc), the merchant town, which sells very powerful magic very early in the game. It's expensive, but the same town hosts a shopkeeping minigame which can be easily exploited for massive cash, and even has several very short and easy sidequests to provide seed money. As if that weren't enough, there's a crown obtained in the same town that's powered by money.
It's barely even an exploit. If you've been hanging onto all the curative items and low-powered gear you'll have acquired by this point, you can make a tidy profit just selling off your accumulated Vendor Trash. Once you start buying things in order to sell them, though, you're essentially only limited by your patience.
A simpler example is Magic Might, the ability learned by fully upgrading the Black Mage crown. Pretty much instant victory in any battle that isn't a boss fight, and makes boss fights MUCH shorter.
The Elementalist's "Mysterio" spell gives the whole party resistance to all elemental attacks. If any characters already had resistance to any elements before it from equipment, they will be healed by attacks of those elements. Needless to say, Darkness-resistant armor and Mysterio are definitely your friends during the endgame.
That One Boss - Trollud certainly has tripped up some players. Arbaroc is pretty difficult too, without the right equipment and crowns.
Iron Woobie: Yunita, a Failure Knight who tries to rescue Aire on her own then gets yanked by Brandt, who ditches her in a misguided attempt to look like a strong, independent hero after the Sand Devil is killed. Jusqua later finds her in Urbeth dressed in rags, wallowing in self-pity and initially turning down Jusqua's attempts to make her join him and lift a curse on Aire (or so he thinks). And after the pair save Urbeth from a monster outbreak, he ditches her too. Worse still, she's not gaining EXP during all this, meaning that when she does finally rejoin, she's vastly behind the rest of the party.
The kicker would be when Aire and Brandt have a conversation where she asks him if he dumped her for getting in the way and then chides him because he should know she's useless on her own. Man, no respect!
Woolseyism: The localization changes a number of the crown names from their intended meaning, which may be an attempt to parallel how some of the Japanese name jobs are different from usual (like the Black Mage being named Kuromahōtsukai instead of the usual Kuromadōshi). To wit:
"Yakushi" (Pharmacist) became "Salve-Maker".
"Budōka" (Martial Artist) became "Fighter", which thoroughly confused fans of Final Fantasy I and Dungeons & Dragons who might expect something closer to a swordsman.