Also funny is the fact that Monks can attribute Barehanded to another job after hitting level 1, which also attributes their Strength modifier, so you both save on gear and massively boost autoattack viability whenever you've got a slot free. Consider levelling Lenne as a Monk and then changing to Black Mage so that when she's not demolishing her enemies with the powers of fire and ice she's tearing out their ribcages with her bare hands like a Mortal Kombat character-
Yeah, being the level grinder that I am, I noticed immediately that I could equip Barehanded to my mages, and it gives them alarmingly high melee damage. So in cases where I don't actually want to use magic (ie grinding random critters) but want to be on a mage job anyway, I simply equipped Barehanded (and later Kick, also from MNK), and had a full team of four Black Mages wandering the same few overworld tiles going "I CAST FIST".
Also on Thief, it's definitely worth mastering purely for the passives - its where you get "see hidden passages" and "reduce number of back attacks", and it gives your Freelancer the biggest agility boost of any class.
So minor trivia on differences between platforms: I've been playing the Pixel Remasters on mobile Android, and there are two modes for controlling the characters: there's the "virtual joystick" mode, which just places a, well, virtual joystick on the touchscreen, which can be toggled between left side or right side, and it lets you control the game in the eight cardinal and intercardinal directions. (In earlier FFs, since diagonals were not yet invented, this is reduced to the four cardinal directions.)
The other control scheme is "tap mode", which works like the standard smartphone game and lets you directly tap menu options, and tap locations for your characters to go. Your characters will auto-path their way to their destination, which means the bits in earlier games where you had to find an out-of-the-way path were trivialized, since the characters will just zip along that path automatically. If they get blocked by a wandering NPC, the game is nice enough to make that NPC move out of their way on the next movement tick.
However, this only works for "seen" paths, ie pathways that are not coded to be "hidden". Which means for "hidden" pathways, the game goes "no valid path found" and the destination is considered inaccessible in tap mode. This is the case even with the "See Hidden Passages" ability, which displays those hidden passages, but since they're still coded as "hidden", the game goes "what are you talking about, there's no pathway there".
So the only way to access those passages is to switch to virtual joystick mode and manually enter the passages. Which are still coded as "hidden" even when you're in them, so if you decide to switch back to tap mode, the characters will refuse to move anywhere, even to the tile directly in front of them.