Also probably make abilities have an cooldown and by so also have a larger impact than just substituting it for your normal attack permanently. Continuining with what was last said, if also you could have the abilities appear as an selection option near the attack button (like the attack button is displayed) or you can have the option to select some abilities and put them as shortcuts instead of constantly having it to open an new window from wich to select abilities from would be a lot easier for you to click during combat by so making the ability interface more easier to be accessed instead of jumping around clicking to do an ability. Have abilities have synergy with the normal attack aswell like the rogue abilities for ex.: pinpoint strike while active (has some turns of duration) will increase your normal attack damage or do bleed over time damage for a couple of turns, and fatal strike could be that the lower the enermy hp is the higher the damage it will do like as if to be an finisher move, you could also make an class mechanic like an combo points system that for ex. uses the finisher move example above fatal strike that the more combo points build up (has an limited combo points that you can have at any time) the more damage it does like in other games. Probably also make normal to rarer loot have a percentage to be dropped each level of gear from specific level mobs that makes grinding worthwile to get random rare loot from specific mobs, and it to be sellable at merchant while the merchant could also have mostly basic gear andsome randomly superior level gear aswell for sale, this will make it that you can the basic and an slight better gear from vednors but the better loot comes from mobs, bosses, chest/treasures, etc. ... .