Max stats takes like 5 minutes.
5 minutes of choices and skips... is kinda annoying, you know.
also yes, like mrttao said it is still annoying even with max stats. which I make two major suggestions to fix this to speedapple, too.
The combat definitely needs a bit of rebalancing as well as some tweaks to some of the UI.
Like, for real though, if y'all have suggestions or ideas I'll definitely be open to it!
Ok, first things first...
1- if only one opponent, let me skip the "select target" phase
2- add an autobattle, even if it is just constant attack without choises until canceled. something that holding the skip key makes it be rushed.
Just these two, already a major improvement.
Lowering the mission enemies' hp or defense, making them less spongy unless a story-important battle, would also be a huge improvement.
That out of the way,
An important issue change would be better balancing of the skills and your stats.
I will give some personal ideas.
Sakura's Heal is a major issue. It's effect is too low to be of any use. I'd suggest inreasing both its base effect, and making it more effective based on chakra control, preferably make it consistently able to heal for about half your total hp when your control is near the top.
Hinata's bonus of making enemy chakra/hp visible is good, but... also kinda makes no sense since you don't really get the Byakugon? To me, this being a bonus from either her or Sakura (since they have medical training so they know how to check the enemy conditions).
A good idea would be the Gentle Fist skills, as they are just techniques the byakugan helps with. Make it do damage
and debuff, making the opponent weaker for a while while also dealing damage so it is just a loss of chakra instead of also a loss of a turn.
Speaking of loss of a turn, Ino's. Since you can already lose a turn if it does not stick, make it at minimum last two turns. I may have been unlucky, but many times it only lasted the very same turn it was used. Making it... kinda useless even many times it worked.
Shizune's poison, while it can be useful for longer battles I think that, like Sakura's, it would be better if the poison damage scaled better ith your stats.
Kurenai's one-hit-kill, as mentioned with Hinata it would be good if you did less damage if it failed, but still some damage. And maybe more chance to hit in exchange to sometimes being just a damage boost instead of one-hit-kill?
Anko and Tsunade, as mentioned, are... very similar. Damage boosts in exchange for either chakra or hp AND chakra.
If you want to keep Anko's cursed seal, it is supposed to kill those unsuited for it, so it would be nice if it cost
just HP (as in canon it kinda improves your chakra so it makes no sense losing it), and boosted ALL stats, maybe even allowing to go past the usual cap so, for example with some ideas I already gave, Heal could heal up to 3 quarters instead of just half.
But I personally would suggest changing it to something using her snakes. Something like using them todo multiple weaker attacks, and with the chance of binding the enemy - thus having a chance of freezing them for some turns, and since it does damage instead of just working or not like Ino's, lasting just the one turn is still a valid chance.
Tsunade would be nice to be only one use per
in-game day and last only some turns, including staying the next battle from the start, but would just boost physical skills
but also add a regen. But even if kept just costing chakra, being just a physical boost but having regen would be fine... but if you keep the cursed seal, you could remove the regen if it is being used.
Erf2482's idea of skipping the battle if you got high enough stats is also a good idea. Just like it does in Earthbound. Of course, for this one it would be good if you raise stats just by fighting instead of only by training in the fields (don't remember right now if it already does), that one being mostly for improving to be able to make things easier to reach this skip.