Jeez, when I look over characters again, it's interesting how flexible they are.
In that literally everyone can be applied offensively if you want to. Only very few of them still aren't that good in all but the best conditions (Cirno is great at randoms, but won't do much to bosses if you aren't fielding all of team 9, and -Renko- can put out good numbers but Galaxy Stop eating your ATB is simply not worth it unless you're getting PAR/SHK) but even the "obvious support characters" like Reimu, Keine, Minoriko, Sanae, and Tenshi are all very capable offensively, even versus bosses, in the right builds.
Reimu's damage is actually pretty solid with Grand Incantation if you pamper her composite formula (And with Rumia as MT heal backup, you can afford to build her offensively), Keine can hit 20 base magic with Mokou out (and Mokou is a solid tanker, especially with Keine out, as much as I'd normally favor gambler mokou I think), Minoriko subbed Sorceress can have perpetual 100% magic buff to help overcome her low base MAG and she can easily shoulder the Youkai Medal Shattering Axe's mp penalty and Desire to Rest lets even Warm Colour Harvest turn into an easy attack later, and Sanae's cheap attacks and potential 4 base mp regen lets her EASILY sub gambler for double mp cost and not care, becoming a surprisingly capable bulky attacker if you want to assemble Team Moriya or keep using her after Byakuren overtakes her role. And Tenshi simply has well-above-average damage formulas on all her attacks that can be well taken advantage of... especially if Iku is out to give her 30% more attack and propel her to top-class bulky attacker.
edit: I was thinking of making a few changes to the wiki page for LoT2. Namely, the attack formulas; I looked it though, and every skill increases in damage by 5% per skill level. Therefore, the current bloated damage formulas aren't necessary; not only would they be easier to tell at a glance with the neat Lv1 proportions (They're all things like 150% x 150% instead of 150% x 1.425 + 0.075 SkLv) but they could be further simplified to the LoT1 wiki chart forms. That is, rather than ((88% ATK) - (50% T.DEF)) * (3.135 + (0.165 * Slv)) for Killing Doll, it'd be 290.4% ATK - 165% DEF. Also, the Level/Level Cost section could be completely removed; all innate character spellcards are 5/5 without exception, and all subclass skills (where I probably WOULD leave it in for clarification purposes) are 5/3. On skills that ignore some defenses in their formula I'd probably state the low def factor in the Notes section.
Since Level/Cost is already there though, maybe I'd replace it with "Level Bonus" listing the 5% damage bonus for clarity, though. (5% * Slv - 1) DMG Up? Any concise way to do it feels clunky. It'd be slightly easier without accounting for lv1 being factored into the damage formula already, but every single move is going to have weird numbers if I list lv0 damage formulas; they're almost all neat things like (160% - 50%) * 120% at lv1, but screwy at lv0. Might just be easier to list a disclaimer at the top of each page; "Each attack gains +5% damage per skill level. Listed damage formulas are for Skill Level 1." Maybe add a blurb about 5/5 level/cost and subclass difference while I'm at it.)
I also would like to add the cost of library levels to their stat charts, as it's a fairly relevant bit of info. I'd take the value for Affinity increases at lv1, as affinity is proportional to the base stat cost (tested) and the larger number is much better at showing the difference; otherwise I'd be pulling it from stat lv10. You only couldn't do this in LoT1 because it varied for every stat per person, making listing them unrealistic and not worth it, but now it's pretty stable and tangible and makes a significant difference in stats endgame; Rumia's costs at Lv200 are ~equal to Yukari's costs at Lv150. FIRST THOUGH, I'll be testing whether it's directly proportionate to their exp levelup difficulty, since I wouldn't want to be redundant for that much effort. I'm just too lazy to look that up before work atm. Edit:It's not directly proportionate; Nitori (53) has more expensive library levels than Youmu (60), although overall it tends to give you a decent idea of where they are on the spectrum. I would probably add "Library Cost" directly below Level Up Difficulty in it's little color cube.