head to head
Neither is harder. They score identically on all four axes, so the difference between them is in kind, not degree.

Optimization · Pure Optimization
Handheld tactics RPG adding a shifting law system to grid battles.

Optimization · Pure Optimization
An open-world party blobber where promotion paths and skill routing matter far more than aim.
Final Fantasy Tactics Advance leans Optimization (Pure Optimization); Might and Magic VII: For Blood and Honor leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Final Fantasy Tactics Advance
Turn-based grid commands only
Might and Magic VII: For Blood and Honor
Pausable party combat; minimal dexterity.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Final Fantasy Tactics Advance
Scripted opponents, judge rules are fixed
Might and Magic VII: For Blood and Honor
Enemies charge on fixed logic.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Final Fantasy Tactics Advance
Random laws and hit rolls
Might and Magic VII: For Blood and Honor
Loot rolls and unknown dungeon contents first time.
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Final Fantasy Tactics Advance
Race-job ability combos reward deep planning
Might and Magic VII: For Blood and Honor
Class promotions, skill points, and routing are fully solvable.
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.
full breakdown
Final Fantasy Tactics Advance →
full breakdown
Might and Magic VII: For Blood and Honor →