Morality systems are fairly common now in western-style RPGs, but even though the original Battle Ogre in 1993 ('95 in the US) had an alignment system with multiple endings it's still a rarity to see any kind of morality options in a tactical RPG. Its morality system makes it totally nonlinear In other tactics games, you're often pressured to keep your clan small to avoid grinding, but in Tactics Ogre you can recruit more freely without worrying about bringing your clan level down.
If you use a white mage in battle, all the white mages in your clan gain experience as if they all fought too, which encourages using a diverse party. Overall, it may a bit more involved than FF Tactics, but it also has little touches that make it less punishing too, like the Wheel of Fortune system (which we'll get to later) and a leveling system where entire classes level up at once rather than individual characters.