Seeing how this game is much less forgiving than the last Mezz really needs either a different or accompanying initial attack ability that lets the player to attack specific targets with at least comparable amount of effectiveness to the random hits. Trying to save the Hard Times had to restart over a dozen times for each trainer fight just to get the RNG to line up and prevent a submission, which are so rare as to practically needed to be saved for specific fights 1-1. It is a good thing that you provide so many moderate heals and max out TP after fights because you need to clear you need at least 180 TP for three Hard Knocks to have a chance to get out without a submission for just the regular fights, but that chance isn't very high and you'll need a Hard Times to get through the ones with stun. All of this combined with Hard times also being RNG makes the game far too luck-based in my opinion.
Also, on the first playthrough ended up getting soft-locked due to reaching the final mob fight on a final submission and lacking a Hard Times. With that in mind I'm curious what fights you designed to have the Hard Times in mind for, and the rate of submission stacks the player is expected to go through.