Never mind the Dejap translation, are there any major differences between this and the Absolute Zero translation? That translated the PSX version as well.
Fear I might oversell things right now (or build INSANE MIND BLOWING expectations) by saying this, but if you wanna get really super technical and have an actual list of a few things from the top of my mind ... here are "some" things I guess people might pick up on;
-Script translated by seasoned translators. Absolute Zero's ToP was throughhim's first time undertaking a big script translation for a language he was still learning.
-Script gone through a lengthy proofreading and editing phase handled by people with a solid grasp of the English language. Absolute Zero's ToP can at times feel a bit rough around the edges.
-Some really neat technical hacks to various things (my favorite being grammar specific variables for various things such as plurals, singulars and apostrophy management based on names.)
-In-game Customize menu settings for terminology settings (3 settings - preference saved to your savedate)
-In-game Customize menu settings for battle subtitle preferences ( saved to your savedata)
-"New" subtitle routine, rather than just "borrowing" the one from regular dialog boxes (so no odd "scrolling" effect when printing new lines and stuff)
-If memory serves me right, think there were some adjustments done to some skits/scenes to allow for easier reading of subtitles.
-Various cosmetic changes (menus and such) to better suit the target language.
-A good few legacy bugs in the game have been fixed (Monster Book % counter comes to mind - along with a few text issues, iirc.)
-Lots of research was put into unearthing the origin/source inspiration of pretty much all sorts of wonky terminology, skill names, item names and so forth - in order to provide accurate treatment of it and avoid guesstimation.
-Uses partially shared terminology with official localizations and other fan-translation efforts (not just PP's own Destiny project, but also with certain other group efforts). Consistency <3
-Stuff has a very localization-esque approach. I know that during the past few years "Localization" has become everyone's favorite idiot term for "LOOK MOM! I MADE UP MY OWN TEXT," but what I really mean right now is: When it comes to text writing and translation approach; it's treated as a piece of entertainment, intended for a specific type of target audience, and not as if the original game was a piece of nonfiction (ie. educational text). Accuracy and staying true to the source material has of course been important all the way, so there's a complete absence of "liberties" taken, but the text and dialog approach has been with an English speaking audience in mind (character dialog has also been approached with emphasis put on better promoting the various cast members' established and canon personalities, as the original script does a poor job at reflecting the personalities of "some" characters every now and then) - as for expressions, puns and pop-culture references; they are appropriately adjusted to be more relatable to the previously mentione. English speaking audience. Think of it like how Namco Bandai and 8-4 "might" have done, but without the dubs and just the Japanese audio as some sort of audio placeholder.
In short; while there have been distractions and technical hurdles to overcome, a lot of time was spent polishing and fixing other problems.
And, oh, stylistically there shouldn't be any females with supernatural powers, fornicating like ferocious felines in the vicious minds of young wizards. ('Cause it's always just a matter of time before someone brings up "that" scene). Also, there should be no "changes" that'll retroactively make you have had any less fun with the game, should you somehow later discover that something wasn't exactly worded the same way it was in the original text.
"...while translations cannot, as a rule, be superior to the source material, localizations most certainly can."
— Tim Rogers