Trying to give suggestions without spoiling too much is going to be hard, but let's give it a try.
@Omicron, if it seems like I'm saying too much, just skip a section.
You mentioned in Hadrian's entry that Ramza's attack seems to deal lower damage than Hadrian's despite a weapon with higher WP; that's because of the katana formula being PA x 0.Brave x WP. So, since PA is the same for Hadrian and Ramza, the effective WP is 11 x 0.87 = 9. If you had 91 Brave, then it'd be 11 x 0.91 = 10, equaling the damage of non-Doublehand Hadrian. Therefore, if you equip Doublehand and get Ramza's Bravery to 91, he'll be doing the same damage with his normal attack as Hadrian does - with one less range because, of course, Spears have range 2. So, if the physical attack is what you want, that might be a valid purchase.
On the other hand, with a Brave that high, Shirahori/Blade Grasp becomes an exceptionally good reaction ability; it's not unknown for endgame party to have it as the reaction ability on the entire team. In the comparison with First Strike, it stops more attacks - monster physicals and ranged physicals, which First Strike misses, in addition to the physicals attacks First Strike/Hamedo also stops - but deals no extra damage; also, First Strike/Hamedo will stop Ninja's Dual Wield attacks fully, while Shirahori/Blade Grasp only stops the first strike from a Dual Wield character. As others have said, having both and swapping depending on what the map requires isn't a bad idea, but it's not necessary.
If you're fine with going the physical route, then staying Samurai with Doublehand equipped for Ramza should be fine. On the other hand, if you want to get use out of the Iaido, the support ability you want to learn is Arcane Boost (from Black Mage), and then go back to Ramza's Squire class, for the higher MA with still solid PA (and better weapons than katanas).
In any case, I want to caution you to not bother with buying Ethereal Embrace and Raging Inferno - those katana are rares that can't be obtained for a good long while still, so putting JP in those abilities would be a waste right now. Once you have learned the Iaido skills up to Sanguine Blossom, that should be enough to leave Samurai if you decide you want to go the Iaido route and move back to Squire.
I would suggest against Lancer for Agrias; the only useful thing she'd get from that is a reaction ability that she'll probably be able to buy the moment you unlock the class due to Hadrian's accrued spillover JP. Swordskills don't work with Spears, and Swordskill already have decent range (if not as much as Jump - but they compensate with AoE), therefore Knight is just better than Lancer for Agrias specifically.
What you want to do next with Agrias is go to Geomancer; Attack Boost is the ONLY ability that increases the damage from her Swordskills, so you want to learn it and keep it fixed on her thereafter. This has a caveat, however.
Eventually, since Agrias can only use Swordskills when wielding a sword, you will need to either sacrifice Attack Boost for Equip Sword to move her to classes that lack innate swording, or you keep her in one of the two classes with high attack that get sword innates and can therefore benefit from Attack Boost: Knight, or Geomancer (both of whom have a +2 PA edge over Holy Knight). Geomancer doesn't have Attack Boost innately the way Ninja does with Dual Wield, you need to learn and equip it for it to be active, but for Agrias, being a Geo with Attack Boost equipped is definitely worth it, which is why I would suggest you go for that, rather than Knight.
That said, which of the two you take is a matter of preference: Knight has higher defense and will eventually get better swords to bridge the power gap, but Geomancer (assuming you select her equipment for PA rising, rather than HP) has much higher damage, and more movement (4, rather than 3). Plus, of course, Battle Skill offers subpar debuffing (although Speed Break can be useful) while Elemental is longer range than Swordskills, keeping Agrias as a purely damage-dealing focused unit who has something to do if enemies are just outside Swordskill range.
Regardless of what route you want to go down, you'll still want Attack Boost regardless as an option, so working toward that seems the best approach; therefore, my suggestion is to move to Knight to learn Equip Sword, briefly become a Equip Sword Monk (and maybe pick up Lifefont while you're there), and then settle as Geomancer for Attack Boost. This should give you the chance to compare how you like Knight Agrias versus Geomancer Agrias, and decide which one you like best once you have the ability - staying Geo or going back to Knight.
I'll say the best thing to do with Mustadio is to keep him Chemist until you've mastered the skillset, and picked up both Auto-Potion and Throw Item. You can probably even leave him there thereafter, since having a dedicated healer who isn't dependent on Faith is not a bad idea, so really, all you need is to pick up a fitting support ability.
Attack Boost increases Gun damage; it's the only thing that does, as Doublehand and Dual Wield don't work with guns, so if you're going offensive, it's your only choice. On the other hand, you might do better with a defensive option for your support ability on Mustadio, since Chemists are fragile - and you want to stay Chemist because it has innate guns and innate Throw Item, which nothing else does.
So, the choice there is if you want to reduce damage, or avoid it entirely. For the latter, the choices are between Equip Shield, the Ninja's Reflexes/Abandon, and Shirahori/Blade Grasp; which one to go with really depends on how long you want to spend getting the ability - from the look of it, you're 100 short of Equip Shield and, if you'll have Agrias in Knight for a couple battle to learn Equip Sword, then Mustadio should get enough spillover JP from her without needing to move out of Chemist, so that's the low investment option.
Alternatively, just making Mustadio more resilient to damage is a good idea, but if you do that, I'd counsel against Equip Armor. You want Mustadio to use hats in place of helmets because they increase Speed (you should already have Green Berets, stick with those for him until you find better), which is the only stat that affects the accuracy of his Snipe attacks. That's what you should do to make the Snipes land, maximize Speed; Guns and Items don't use the other stats anyway, so you don't need to care about anything else.
Given that you're not going to ever give Mustadio an helmet, the difference between the best available armor and the best available cloth in terms of HP is usually 30 - whereas Defense Boost (from Mystic) or Arcane Defense (from White Mage)
halve the damage you take from the appropriate attacks, providing more durability. You appear to already have the JP to buy the latter, so I suggest you try it out for yourself and see the difference it makes. You probably want both, to swap depending on the opposition a particular map presents, but even just sticking with one is pretty solid. Eventually, you might even be able to stack it with elemental resistances and Shell for truly astounding durability.
I sort of agree with you here that Hadrian's build is mostly complete, and I will add that you probably want to get the Dragoon's own reaction ability and try it out - just like Shirahori/Blade Grasp, Dragonheart is often a contender for endgame teams, but some people don't like it much. If you don't like it after trying it out, well, you have nearly enough Monk JP saved up to buy First Strike/Hamedo, don't you? Meaning you should have the full amount through spillover by the time Agrias has Geomancer unlocked. Then you just buy that, and you're set.
Personally, I would keep items as secondary, but without leaving Dragoon - just buy more healing options as Mustadio gives you spillover, so you have them if you need them; prioritize X-Potion, then get the rest as seems practical. If you really dislike items, it might sound odd, but you could just slap Fundamentals on him for using Focus if he ever somehow finds himself without enemies to target; less utility, but more lethal, and you certainly have the JP to buy it if necessary. Although, of course, just using Wait isn't bad for a Dragoon, in that it allows for manipulating CT.
Every other skillset is either ranged damage (which Jump overshadows), lesser support (the Monk's skillset has elevation troubles you don't want to have on your emergency healer), or magic, which doesn't really work well for Dragoon, who has the lowest MA in the game.
The only exception to that is Time Magic; you don't need to have high MA to land Haste, and like Focus, it's a good option to use on oneself when nothing is in range. So, if you dislike keeping Items, try out Time Magic, although I would still say don't move out of Dragoon, just wait for somebody else to spillover the Black Mage JP to Hadrian and then simply buy Haste, you should have the JP for it once the Job unlocks.
As you appear to have over 600 Thief JP saved up, I would strongly recommend that you spend those to learn Move +2. While Ignore Elevation is good, you might want to have the option for extra mobility in particularly large maps, especially if you decide to stick with Items as your secondary ability; rushing to reach an ally will take less time, and therefore be less of a risk, if you have more movement. It's not like you're gonna need anything else from Thief, after all, since Steal is a Speed based ability that benefits from Brawler and Attack Boost, none of which works well with the build you made for Hadrian.
Aside from the level problem, you seem to be on a perfectly fine path with Osric, a typical Time Mage + Summoner build; it's a FFT staple.
In terms of attack summons, you're actually mostly set; Lich was likely disappointing because you used it against a low HP enemy - like Diablos, Lich is a percentage-damage summon, so, while the spell is bad against mooks, it's the skillet's "Boss killer" option. Use it against high HP enemies, and stick to Ramuh otherwise; as long as you have a "strengthen element" item equipped for whichever elemental spell you're using (so, strengthen Lightning in this case - either Thunder Rod, Black Robe or Japa Mala), which increases the MA by x 1.25, you'll mostly be fine.
That's because what you really need out of Summon are the two defense/support options: Golem and Faerie, which together take up 900 of your stored up JP. Faerie is the healing spell with the large AoE in the game, healing nearly as much as Curaga but casting as fast as Cure, which for me makes it the best healing in the game, and Golem is unique defense which stacks with every other defense option - it's very hard to kill an unit that has Golem on top of Arcane Defense + Shell or Defense Boost + Protect. You want both on a dedicated summoner.
Once that's done, you need another damage summon for when Ramuh is resisted, and there your choice is between efficiency and area of effect, as well as dependent on what equipment you prefer to use. If you're going with the Japa Mala and want better AoE then Leviathan is the choice, as in addition to being a different element and much stronger than Ramuh, it's also larger area, which can be useful on its own. If you don't want your accessory slot locked, on the other hand, but would still prefer better AoE, then Odin is what you can afford - a bit less powerful than Bahamut, but faster casting and less costly in MP.
Alternatively, if you're fine with just different damage and don't care about having a better area of effect, then the choice is between Salamander and Cyclops - again, Bahamut costs too much with your current budget. Cyclops is stronger than all of the others summons, Bahamut included, but it has quite the high MP cost; Salamander, on the other hand, is Leviathan's equal in damage and cost both, but easier to boost since wearing the Black Robe to boost it and Ramuh at the same time is less limiting than the Japa Mala. All of these are the same casting speed as Lich, by the way - that's just the base casting speed for all the powerful summon options, with Bahamut being the only one which is slower.
So, on how to spend the summoner's JP you've stored, that's my suggestion: Golem, Faerie, and one of your choice out of Salamander, Leviathan, Odin or Cyclops. Once you've done this, your summoner skillset is mastered for practical purposes - you don't really need multiple variants since the only things with elemental weaknesses are monsters and very few pieces of equipment, and although I could see the argument for wanting all three of "another element, larger area, and non elemental" that would justify going either Salamander + Odin or Leviathan + Cyclops, I don't really think that's necessary. Although if you want them, nothing wrong with spending more time as a Summoner.
On to Time Mage, if you're using summons as your attack option, then eventually you'll want Swiftness; I'd probably argue that you should in fact get that first and Teleport second, but there's a solid argument to make for Teleport being the best movement option in the game, so going the other way around might be better - it depends on whether you feel that summons are too slow for you already, or if you still feel you can deal with their casting time for now. Either way, you should get those two first.
Once that's done, I'd say you want to round out the skillset, but don't go for the high cost options - Meteor is a trap (too slow to use, just like Archer's Aim skillset), as are Hasteja and Slowja (they cost four times as much, takes four time as much to land, and all they offer in exchange for this is higher accuracy); Graviga is a Lich with lower area of effect, and therefore redundant for you, and while Stop is better than all of these, I find it a bit too costly and inaccurate for my tastes. Slow and Immobilize will serve you much better and are cheap, and Gravity is normally useful, although with you having Lich already, it's probably not worth it on Osric. The only other spell worth looking at here is Quick - great spell, tricky to use properly but worth it when it lands - but you'll want user and target both to have 80 Faith for it to have full accuracy, and it is costly, so I could see the reasoning in not going for it.
That's a lot of work to put in for a backup character you're not really using, but if you want to keep Osric, I think that's mostly what you should work on. While it'll likely take you a long time to finish getting all of that, the other party members will appreciate being able to pick up Mana Shield from the spillover of having a Time Mage in the group - especially if they can get enough spillover for Manafont from a Mystic as well. The two are an excellent combination on any unit that isn't using MP, such as a Samurai, Geomancer, or Dragoon.
As others have said, the first thing you should buy is Holy; it is the best spell in the game - it has stronger attack power than Meteor and Flare, and while it's tied with Cyclops, that's easily solved by boosting it with the Japa Mala, or equipping later weapons that strengthen holy. So, highest magical damage in the game, there for the taking since you have the JP for it - automatic choice, really.
With those 600 JP accounted for, you have 1300 more to spend, which is actually not that much in the grand scheme of White Magic. I would say, do not go for Wall; it cost four time as much MP as Shell and Protect, and unlike them, it's single target. In most situation, you'll just want to apply one or the other to multiple people, not both to just one person, and when you want to apply both, it will still likely be to multiple people, in which case you need multiple castings anyway, so might as well go for those which cost less MP. So then, the use of Wall is as an emergency "I need that unit both shelled and protected NOW!", in which case... you just use Purifying Breeze from Ramza's instant-casting Iaido skillset. You don't need Wall.
Just like with Hasteja and Slowja, Shellja and Protectja are traps - they cost three times as much, have slower cast time, and hit the same area, with accuracy being the only boost. There's only downsides to using them when you can already cast Protect and Shell.
Curaja is actually good, but you probably won't need it because Curaga is sufficient to heal back to full in most circumstances if you MA is decent - right now, with a honestly pretty bad 8 MA, Gillian would heal Ramza (the person she heals the least due to there being bad compatibility between Acquarius and Taurus) by about 92 HP or so - if her MA was raised to 10 by wearing a Wizard Robe or a Magepower Glove/Magic Gauntlet, that'd grow to 114, and with both it'd be 137, so we're hovering between half and two-thirds of total HP for the person that get healed least. You rarely need more healing than that in a fight, in my experience - therefore Curaja is, in my eyes, overkill.
With those excluded, the next question becomes whether you want to go for Reraise or not.
Reraise is the best buff in the game, but it does takes planning to use properly, and since it's single target, applying it to the entire team is a time consuming process. I would go for it, since the resilience it affords is great, but it is true that it's very costly in JP terms - if you go for it, you'll only be left with enough JP for Esuna, and nothing else. Esuna is handy but situational; you'll miss it when it's needed, but it won't be needed in every battle, so going for Reraise + Esuna is basically committing to spending some time at the beginning of every battle to cast a few Reraise, or the JP will feel wasted. Of course, self-casting Reraise is the next best thing to immortality - hard for the enemy to win if your resurrection unit self-resurrects.
Not going for Reraise opens the door for spending those extra 1010 JP on Arise + Curaga (1050, so one action away before you can actually buy both), or Arise + Regen (950, so can be taken immediately and leave you with just Curaga to collect JP for), or Curaga + Regen (750, with about half of Arise's JP collected and the rest to be collected later). If you don't care about Esuna, there still isn't enough JP to get all three of Curaga + Arise + Regen (you'd be 40 JP short, so two actions), but you can take two and then the third after the next fight.
I would say that you absolutely want Curaga on your healer, especially if you're not planning on boosting MA, and while Arise is slow-casting, sometimes you
really want to get certain units up at full health, rather than half.
Regen is a great buff to cast when you've nothing else to do and works especially well on self-sufficient units like Dragoons, ones that move far away from the healer and so might need extra health before the healer can get in range like Ninja, and units that just take a lot of actions, like Ramza. It's not always good for every team, but it can be, and especially with a team like yours, I would absolutely find the space to buy the ability.
I'd say that it's fine to keep being a White Mage until you've gotten all of those spells - Holy, Reraise, Arise, Curaga, Regen and Esuna - while using your Talkskill to keep raising everybody's faith to 80 (Ramza alone could go up to 97 if you manage it) and only after you've got all of those spells should you think about moving to get a different secondary skillset.
As for which one, well - there is that class which is unlocked if you have 5 level in White and Black Mage, and 4 in Time Mage and Mystic; as you have already two of those requirements fulfilled, cycling through the other two classes would let you judge whether you like either Black Magic or Time Magic more than you do Speechcraft or Mystics Arts as a secondary, and then you can compare the last class' secondary skillset (after you learn it through errands, it'd take too long in battle) and see if that is more to your liking than any of the others.
Or, if you don't want to bother with all of that, once you're finished with the White Magic skillset, just move back to Orator, putting White Magic as secondary, and buy yourself Equip Shield from Knight (you already have the JP for it, from what I see); that'll probably work very well, if you don't want to go through the effort of unlocking the special class for mages nor feel the interest in going Mystic to master their skillset.
Speaking of Mystics, since you have the JP for it, you might want to buy Manafont, which is one of the better movement abilities for a mage. At least trying it out and getting a sense for how it works and whether you enjoy it could be fun.
Having an Attack Boost Ninja seems perfectly fine to me; the question there is what you want as a secondary, and the answer to that will likely have to wait until you check out what Dancer has and deciding if that's a good skillset for you, or not.
I find that whether somebody enjoys using the Dancer's skillset is a matter of taste, as it's an high risk/high reward skillset that some people love and others hate, and whose damage-dealing abilities actually benefit from Attack Boost, so, if you end up liking it, it would slide into your build very well.
Aside from that, I would give you the same recommendations I gave for Hadrian, ie, go Item or go Time Magic, since you already have the ranged attack option in Throw. Alternatively, Ninja can actually be pretty effective with Martial Arts, although you'd need to sacrifice Attack Boost for Brawler, and go barehanded, to get the best out of that setup. It could still be worth trying out, as you appear to have sunk a lot of JP on Monk already and to have the JP saved up to buy Brawler if you miss it.
That's if for recommendations from me; make of them what you will!