First off, let me address modifiers.
I'm not sure if there's a way in the game to see a list of what abilities can be chosen from applying a modifier, but I can't seem to find it. I'd like for it to either exist if it doesn't, or if it does, to be added as a page when previewing the fusion via the <- -> arrows.
Next, Gazes. in particular, Charm Gaze. it's a ranged ability, unlike Arresting Glare which is a cone, costs a bit less, has a slightly higher chance of activation, but is so rarely useful it's not worth it and is more often than not a waste of SP. if it was conal and 50%, it would be fantastic, but the way it works now, it gets blocked by allies, only targets a single creature, and more often than not charm wears off after a single attack. Maybe that's just because I'm level 1, but if you have a starting ability that doesn't work well at low levels, you're wasting a skill slot for something that hinders your survival and it should not be a starting ability. God forbid I actually try and use it to get monsters to kill other monsters, the one time I tried to do that I ended up dancing around in a square for ~500 turns. FIVE HUNDRED. FOR ONE KILL. Charm Gaze should either be changed to be a charmed Arresting Glare, be Ranged Direct, removed as a starting ability, or the charm from it should last a minimum of 2 turns.
Party Control: I want to be able to set commands for my demons, dammit. I want to be able to tell them to stay close to me at all times, or to charge ahead, to focus on healing, to not use SP at all unless I command it, to target only strong enemies with SP attacks, stuff like that. Ctrl+move doesn't exactly work when your demon(s) are already out of position because they saw an enemy before you and rushed ahead, and I sure as fuck am not going to manually explore the dungeon.
Pariah: I'm not sure if it's a %chance to activate, or has a damage range of 1-X, but a good chunk of the time when I'm attacking a Pariahed enemy the surrounding enemies don't seem to lose any HP. if it's just them taking a single point of damage and the bar not changing, that's fine, but if it is %chance based to work, then the description should be changed.
Links: I am angry that there's a "kill x amount of enemies before x amount of turns" link, when monsters are so sparsely scattered throughout the dungeon in blobby groups. in other words, if I recruit something that says "Kill 5 enemies before 150 turns", and it came in a pack of 4, that means I have to run around the dungeon looking for another mob to fight, throwing caution to the wind because that clock is ticking, and inevitably fail because I just can't find anything at all to kill. Trouble Chimes solve this issue wonderfully, but you can't rely on them and you might not get one until you're 6 or so levels in. More often than not, you just run out of time and have to kill the monster you were trying to link with. I think I've only ever succeeded those links once, or when they're kill 1 enemy in 4 turns, the better version of the link. I suggest either implementing a yell function, drawing monsters near if they even exist somewhere on the level, increasing the time to 200 or so, or make it so you can encounter wandering single monsters in hallways occasionally, that way you have a chance of getting those kill 5 in 150 monsters when you don't have a trouble chime. Unique enemies are easier to recruit than ones that have the kill 5 in 150 and variant conditions.