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
Scheduling training, decay and skill counters in a solvable management loop.
Final Fantasy Tactics Advance leans Optimization (Pure Optimization); Punch Club 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
Punch Club
Fights resolve automatically; you never throw a punch
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
Punch Club
Opponents are stat blocks with fixed styles, not minds
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
Punch Club
Fight dice rolls and event pop-ups add noise
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
Punch Club
Stat decay scheduling and skill-tree counters are the entire game
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.