Interesting questions there Silver. Here's the best answer I can give, it may not make much sense:
how do you find stat balancing? As in balancing the strength of enemies throughout a game? Do you have any trouble with it? Or advice to someone who does? (me for example)
Really I don't have any advice to give other than to find a comfortable way to tackle it. I find it challenging until the numbers start to add up.
I never mess with numbers in games before coming up with an equation for damage. Consider that the guideline I use for stat growth in both the player and enemy's terms. This is what I'm using for this game (omg algebra!):
(a*c) - ba - Attack power
b - Opponent's defense
c - Critical modifier, can be 1 or 1.5 - 2
Next I give the stats a limit (255 in this case, doesn't include HP and MP) and work out a randomized growth:
Level 2 through 19: 3 - 4
Level 20 through 59: 2 - 3
Level 60 through 99: 0 - 1
This will add a minimum of 134 and a maximum of 232 to the base stats for each character. You'll be extremely lucky to have two identical values.
Usually I use this method for the enemies as I want them to be in the same range as the player. If their stats significantly outgrow the player's, then they get reduced to something more reasonable, that way damage won't hit the negative.
Now if the game has upgradable weapons and armor the enemies will get higher numbers (usually multiplied by any number between 1.5 and 2.2) to match the real attack and defense values for the player.
The enemies' stats are averaged through their levels using those numbers then checked and fixed.
As for health and magic, you're free to make the encounters as long or short as you want. Usually you can fix their growth to your liking after a few practice battles.
In conclusion: it's a good idea to look at how other games did it and get inspired.
Somehow it feels like something's missing, but I hope this was enough. Â