I'm at chapter 6 of London. Haven't been too lucky with the pulls so far :p at the moment I am using Rider - Medusa, cause she has a cool sprite :p at lvl 53 with her as well as the Archer of Shinjuku as it's my only 5 star servant, he is at lvl 52. So far they have been doing pretty well for me, I'm just choosing random servants in the support list that are good against what I am going up against, there is quite a bit of mechanics going on so will just learn stuff as I go.
I do have 137 saint quartz though but I am holding out for Musashi to have a drop rate up then I'm going to see if I can get her.
One thing I don't know how to do that I've read about is limit break on the craft cards, apparantly you can increase the levels of the cards to make them more effective, I don't know if it's because I've already got the card up to 20/20, I read you need the same card to do it but when I try the duplicate card is blanked out and won't allow me to use it.
For CEs, theres 2 parts to their effectiveness. 1) They add stats to your character (ATK and HP) which increase with level. the effect is fairly significant, but not really something to worry about yet. 2) There is a passive effect. For example Kaleidoscope (a 5* CE) lets your character start with 80% NP charge, allowing them to use their first NP much faster.
Merging the same CE together is known as limit breaking. It increases the max level cap so Lvl 20 -> 40, and you can do this up to 4 times to reach a max level cap of 100 (also known as max limit breaking or MLB). The passive effect only gets upgraded when you MLB the CE and intermediate steps don't offer any improvement. In Kaleidoscope's case the 80% NP charge goes to 100%, letting you start a battle with an NP.
Since only MLB increases the passive, which is the most important part, most people recommend that you wait till you can MLB before merging them, since there are cases where you want to use multiple.
Not being allowed to merge them is because 5* CEs are locked by default, preventing you from accidentally merging & losing them. There's a lock icon you can click (multi-lock) on the side to unlock it.
I've been busy lately so haven't had much time to farm. But I did test and adapted a 3-turn comp that is really consistent, and can run 5 drop CEs. Needs fairly specific units though
Waver 1 10/10/10 Scholar CE
Caster Umu NP1 10/10/10 MLB Aerial Drive (I don't think Scholar gives enough dmg)
Arash NP5 x/x/10 MLB Scholar
Waver 2 10/10/10 Scholar CE
Penth NP2 10/10/10 MLB Scholar
Extra Class + Scholar
Wave 1: Waver 1 drops all buffs on Umu, and then tags out for Penth. Penth activates NP charge skill. Arash charges (50% from MLB Scholar, 20% Waver, 30% Self) and NPs (cleanly kills all 3 mobs), bringing in Waver 2.
Wave 2: Penth buffs the teams. Umu uses 2nd skill only. Umu NPs and kills Carmilla, leaving the Lancer with 17K to be cleaned up with face cards (pretty much any will do, especially Penth's)
Wave 3: Waver 2 drops all buffs on Umu. Umu self charges (50% Waver, 50% Umu). Umu attack buffs go on Penth. Trigger Plugsuit damage buff. Penth NP -> Umu NP -> Penth card (usually not needed). NP2 Penth cleanly kills Jeanne, and does around 190K to Jalter. Umu does 50K to all, which clears the side mobs and Jalter.
Nice thing about the run is that most of the buffs are still around for turn 4 and 5, so its missing the kill doesn't affect the run too much. Waver 1 can probably be swapped with a Merlin if Umu uses Kaleidoscope, and Hero creation goes on Umu. I don't have Merlin or Kaleidoscope to test though.
I have Penth, Waver, Umu with their CEs on my support if people wanna run this