Played for a bit, got Skuffel, Sasha, Rin, Kat, Jin, Astoria. So far haven't relied on any weapon skill instead of one or two character skills or just status.
The combat is barely tied to "weapon skills" at all, they are tied to resistances instead (this is an issue, resistances are hidden so is your entire ability to make an informed decision without memorizing arbitrary number rolls).
Damage values being low on weapons early game force the unseen resistance issue otherwise you face an annoyingly slow combat, if the party chosen skill set doesn't have the weakness for some enemies it is better to skip the combat all together for lack of reward until you can do it faster (an issue on this combat style).
Player needs to be able to see enemy health/resistances if on bestiary and always be able to see enemy buffs/debuffs/status.
Skills should also show you roll range instead of the 100%~150% descriptions, we can't see or change weapons mid battle, i keep forgetting if my weapon is 1~4 or 1~8 for some characters, some skills clearly states their values, keep it consistent.
Make weapon skills be free from the 1~6 constraint and always available as the seventh option, if they should be important they shouldn't fight for space on the skill selection.
Enemies can chain grab kill one of your party or force a reload as gloria/baal being downed is instant loss (terrible design mistake which doesn't happen for OTHER party members, game over should be tied to party loss only).
Enemies can also chain heal which is not fun, cap number of heals or add cooldowns for the enemy side, there is nothing worse than turning a 2~3 turn into 6 where your challenge is being entertained.
Necromancer has a funny skill which i call waste your turn, why it has a missable skill that unique purpose is turning your attack into a miss? Make it a debuff that triggers on next turn which lowers hit chance for next attack instead of a "turn wasted" try again.
Status, there are a lot of flavours to choose from, dot, higher dot, useless slash, mostly useless debuffs, free turns.
Slash being bad is tied to it being a bad dot for enemies thus not a worth while "skill" to slot for the status, it is merely a bonus and not a good focus because of its low damage per turn compared to enemy health you got it to stick great the bonus on the skill/weapon is now null and void. If slash stacked but had 10 turns duration individually the story would be drastically different.
Debuffs being bad is tied to their duration, if you hit the "chance" of applying it you already lost one of the turns of the debuff and probably got hit as well and need to heal or switch off, because duration doesn't stack you also can't build into it for bosses by doing more than 1 buff (a debuff and a single buff we eating good tonight skuffel).
Stun is absurd by comparison, 50% is too much for 3 turns, it should be next turn only if the value is to be half the hit rate. It cripples both sides.
Reputation is bullshit, i never have any understanding of how high or low it is, how far am i from the being seen as good or why i keep losing reputation between town checks, give me numerical values if it is to be a mechanic instead of a vibe check.
Baal relationship and guild rank ups are also the same despite the vibe check cat existing but being outside for some reason instead of on the guild near the relevant person/mechanic.
The lack of expansive tutorial is fine IF there is a key item with said explanations, that lack of in-game explanation makes the +% status items obtuse, does the rings or orbs ADD chance or just increase chance of inherent application?
Party management could get another look and use the back-up system of some other games on the camps/city. Needing to dismiss, talk, recruit then be able to change equipment is cumbersome.
The story is good, the mini-events and party talk is great. Astoria getting a "yes or no" event every single night molesting rin for the same static-cg + chatter and overriding skuffel game of cards with variations is not. If it is a one off it should be in a gallery and not bothering me every single camp night.
Most problems are mechanical in nature and not inherent flaws that can only stay, a fix here or there on information presented for battles, a log of quests taken + relevant hint, skip animation toggle, better polish on the party management, and voilà, a great experience.