Barble: Where do I even begin with this one? A guard creature with one of the highest Unfilial value in the game and what do you get for it? Somewhat decent HP but zero offensive presence. Even in a dedicated NA deck I'd much rather play Dubchich if I absolutely want a 3 cost guard or Gi Gue if still want an NA guard. There's a few ways to go about making it not as awful; could change nothing but drop it to 2 cost so the higher Unfilial is justified. Could drop the Unfilial to 1 so its the worst overall guard but hurts you less without being walled behind a high cost. Lastly, its offense could be made to not be garbage tier, but that's probably the least interesting option seeing as you often don't want your guards to be on the frontline anyhow.
Barbarous Wolf: Not really much to say, just give it +1 to either AP and/or MV so its not as bad as a lone wolf.
Gulgus-Gue: Its Leader ability essentially does nothing due Gulgus' own ability so perhaps removing both it and Weak Spot would make the creature a sidegrade to fellow 4 cost NA Hildebear. Gulgus-Gue has less range, 1 extra HP and -2 AP/TP(and no yellow link) so it would a weaker but more mobile threat.
El Rappy: A fairly unremarkable 3 cost that can't use ACs. Its ceiling is hitting for 7 which is certainly better than Toy Hammer so I'll largely say the same thing about it; just give a bit more HP so it can actually have a chance to live a hit. Something like 5 HP would be fair for a 3 cost.
Pal Rappy: Basically Al Rappy but it costs 1 more, has 1 less TP and can potentially sacrifice itself to boost ally TP. Maybe give it like +1 HP and/or AP just because its a 3 cost.
Mothvert: In most cases its a Mothmant but worse, giving it a singular point of base AP would make it a sidegrade rather than a downgrade.
Gee: Largely fine, but waiting 8 turns for 5 exp feels a bit long, reducing it by one round(AKA 6 turns) would be fine, I think? But not a big deal either way.
Gi Gue: Give this thing an Unfilial value, please. While a 6 cost should be fairly strong, Gi Gue is just unfun to fight against and it reflecting full damage when defending feels unfair.
Guil Shark: The card is cool but 5 AP is already a lot for a 3 cost and Group just tends to make it punch above its weight too much. As such I think it should have a higher Weak Spot value like 4, just so it won't obliterate SCs despite not being meant to.
Melqueek: I don't think this card is super weak but it suffers from trying to be an inbetween of Pouilly Slime and Merlan. I guess giving a +1 to AP would at least help it with the rounding as 3 AP with Slayer means its just doing 4 to majors without outside buffs or ACs. But can't really give too much because haste is a dangerous ability.
Pofuilly Slime: Poor thing really struggles to have any offensive presence due to Copy Half rounding down, meaning most of the time Evil Shark does the same job better and the only time where the slime would do better its fighting against something where the 2 HP it has over shark are irrelevant. So the one time slime can be considered better is if swarming quickly with Breed. Frankly though, I have no idea how to make slime a more interesting option without either reworking it entirely.
Merillia: Removing HP Change from this would be a minor but welcome buff.
Meriltas: Could use 1 or maybe 2 base AP just so it can do anything while alone as it lacks a yellow link to use its TP. Giving it a yellow link could be an alternative but probably a bit more risky.
Dubchic: As I've been saying for most things with a X AP Count 1/2, giving it 1 base AP would at least allow it to do something when its alone.
Gilchic: Machines already have two other "do nothing until it blows up 8 turns later" that literally can't attack, so maybe it could be interesting to give this one the ability to be a low cost slapper and it has Stall so you may reasonably want to play it near enemies. I'm thinking that upping its HP to like 4 and its AP to 2 would be fair.
Sinow Gold: Simple QoL, remove Unfilial 1 from the Plus creature that has no obvious reason to have it.
Merlan: Reverting this card's AP to 4 would be nice as its kind of overtuned at 6. Maybe 5 for a compromise.
Dark Gunner: Reducing the Steady Damage from 2 to 1 would be a nice QoL, SD2 is really harsh even with an Arkz.
Delsaber: Really suffers from being at the same cost and type as Merlan, on top of X AP Count abilities being largely undertuned as a whole. Could give it a small boost to base AP or swap the AP count to give it a static value that's at least 3 so Drain functions. Maybe give it more TP for the laughs since it actually has a yellow link.
Dark Bringer: Haven't see this one in a while since we kind of soft-banned it, but either upping its cost to 7 or lowering its stats would be fair changes to make it less obnoxiously overtuned. Off the top of my head a statline for it to remain at 6 could be 14 HP, 5 AP, 2 TP and 2 MV.
Ill Gill: Several things could be done to make this card less absurd, if upping Dark Bringer to 7 cost this card could take its place as a 6 cost. Otherwise, I think reducing its stats and increasing its Weak Spot value would be welcome. A statline I could see is 9 HP, 8 AP, 1 TP and 3 MV with Weak Spot 5. (Why the heck does this thing even have TP to begin with?)