I dusted off the SNES and did a run of Super Mario RPG a couple nights back. Going in with a different build strategy and some new information led to me beating the game in about twenty-four hours, spread across two sessions. (I get drawn in, when things are going my way.)
The most impactful bit of information, which I missed as a youth, was that Mario's basic jump attack slowly increases in power, the more you use it. If you grind it in every combat encounter, it gets nuts. Bundt went down in two jumps. By the end of the Nimbus Land, Mario could land 300-500 damage to just about anything, depending on the target's special defense, and if they were vulnerable to jump attacks (like Zombone), the basic jump would hit for over 800 damage. Stomp all the things.
Since that one attack constituted most of the damage dealt in any given encounter, Mario's accessory progression was Jump Shoes -> Amulet -> Quartz Charm (because Culex got stomped too). I kept the Jump Shoes around for the entire game, but there's not that much that is outright immune to jump attacks in the late game, so combining the Quartz Charm with an early-encounter Geno Boost--basically doubling Mario's attack power--ensures that mere resistance to jump attacks is not enough.
Yeah, a correctly-timed Geno Whirl is an instant-kill, but that doesn't work on bosses (did I mention that I two-shot Bundt with Jump?), and Jump only costs 3FP, compared to Geno Whirl's 8FP. That reduced cost allows your party to clear entire areas of the game, without having to dip into the syrups, thereby freeing up your item mule to chuck bombs or be something besides an item mule.