- Controller Support

Fair point.
In theory my game is now fully playable with controller because of story mode, but in my list (I think it was sent by you?) I still have to fix minor things such as better highlighting on the menu.
It is very sad I still did not get around improving the controller support, but my to-do list is quite huge and it only keeps piling up as I keep adding content x) At some point I'll get around fixing that.
Yeah, that is something that is missing, so in that sense mine is a lesser/simpler system
Companions do get experience, same way as the player does.
When Liliruca finishes an enemy with her dagger, she gains strength.
When she finishes an enemy with her crossbow, she gains dexterity, magic is gathered during story (transformations), and agility is gained while you explore the dungeon with her.
She has never gained endurance so far, but when she gets poked by the minotaur during the story, she will gain some.
Currently all of that excelia is useless, and that's actually a plot point discussed after she hides from Soma Familia.
Once she will join Hestia, all that excelia will be added (and from that point on, she will have her status updated at the same time as Bell).
- Visual cues for enemy status though one of the few old school ones that did it well was the one for idiots, Final Fantasy Mystic Quest
What are those? Like status effects? Ah yeah, these are missing from the game as well.
Flashbang will eventually give the enemies blindness, but it's not added yet.
- More robust inventory and spells
What is the current inventory/spells missing? Seems fairly robust to me, albeit simple.
Only thing missing is being able to right click the icons in combat to open up a description, it is in my to-do list.
- 3D models & Real time tactics
Some of the 3D models do exist (Minotaur's, for instance) in order to make sprites and CGs, but they are not 3D in the battle as an artistic choice. I really love tokens, if it wasn't obvious from the fact I used those in Overlord H too

That shouldn't make my battle system any lesser complete than others using different art though.
As for real time tactics, that's not turn based.
Considering that the MC is meant to be OP, it does not leave much room for tactics either, although by knowing the monsters' weaknesses and strengths, you can cut some HP off a mob with fire resistance with your knife, then have Lili use a bomb (fire damage) to finish all of them in one shot.
Or when you are training your magic, you can use spells while Lili heals your mana.
You can also purposely go in mind down to train your endurance (while liliruca heals you), or wait to train your dexterity.
If you do not use cheats, valis are valuable, and you will need to choose where and how to spend them... You might be tempted to rank up your riposte, but that won't be as effective as feint if you are facing a quick opponent.
Likewise if you rely on magic, you have firebolt, but you are facing monsters with fire resistance you will need to get another spell.
If anything, this makes me realize that the game needs a bestiary so that players will be aware of these things.
What is that?
A simple design has stood the test of time. It's good for turn based combat to have simple commands that are easy to understand. Too many keyboard shortcuts just means more features that average player will forget about.
That's the thing, there are no shortcuts. All items, spells, skills and other actions exist seamlessly at the bottom of the screen.
Only shortcuts are the possibility to attack the monsters directly by left clicking (without having to click "attack" first), and the option to issue orders.
Once I register keys, that will be a shortcut as well.
However, that is still better than having things within a menu.
In such games you have to spam the A button, but in my game you just need to click the monster you want to attack and that's it (More time consuming for using spells since you need to make an extra click to select the wanted spell).

WASD just isn't the same as having a controller fit comfortably in my hands... Especially with good old rumble support.
I know, I know... I think I would be better off to gradually add these things rather than doing a complete and single overhaul of the gamepad support.
A feature you might want to think about is a Route Map.
Sable's Grimoire had a nice one that allowed the player to see what path the player was on and go back to make alterations without having to replay entire sections of their game. Some other games have a "Skip to next important choice" option to speed through previously seen scenes.
That is impossible for this kind of game, in fact I have to reset the rollback feature in some parts of the game, such as the dungeon. It works for a pure VN, or close.
"Skip to the next important choice" would be more doable, but then there's the risk of skipping quests, and parts of the game where you are supposed to be in the dungeon.
NG+ sounds like a fun feature though will you add extras like in Chrono Trigger

Oh the joys of time travel.
I do not know yet, it is just an idea I had thanks to N_yah yesterday. No time travel probably.
It'll work more like the route map you have mentioned, except in such an instance that will be possible since it will be a story mode (Pure VN).
While this would be more a Patreon perk an Unlock Gallery console code could be worthwhile, some will pay $5 to see the naughty bits though such a coveted feature would likely get leaked sooner or later. Some devs randomize it per release to help mitigate that.
Tier 5 can suggest new cheats to be added, but so far no one did yet.
I'll ping them at some point (not sure how many of them are on discord), and ask if they'd be interested.
If added, it'll be a simple console command that always work, I do not really believe in codes and stuff.
I think the latest version said I can only have 3 spells so a feature to pay to have blunt trauma to the head and forget a spell like in pokemon would be fun. Pick a spell that sounds cool but turns out to be crap isn't fun... Can't remember the jrpg I played a long time ago but all the enemies were weak against fire and resistant to all other elements which is horribly balanced.
Giving the option to forget something you have spent 1,000,000 vali (or more) on would be almost as bad as NTR.
At some point the dungeon will be more filled with stuff, including puzzles that will grant you artifacts to overcome such limits.
So with your thoughts on ending the game early are you still going to have every girl in the main menu romanceable? By now someone complaining about harems should be synonymous to a bear shitting in the woods but some of the fans enjoy the unique individual routes! Liliruca just got saved and you had Bell follow canon and run off. Such a wasted opportunity to grab her then and there and start her route.
Eina, Hestia, Liliruca, Lena, Samira, Airmid and Tiona will be there for sure. Demeter, Artemis and Aisha too.
My thought is that once I start DxD which will be much simpler to develop (Kinetic, with a standard harem and just few gameplay elements), I should have enough time to develop some side games involving characters I did not cover from Overlord H, and a sequel to this game too.
The initial plan was to have a side game now, but this game is eating way too much time, more than I originally thought.
Actually Bell was not the one to run away, Liliruca did.
She transformed and quickly sneaked away, Bell was very close to look for her until he encounters her on the third day (Only because she wanted to be found).
She explains why, and before Hestia has the talk with her, she is an emotional mess so it would not have worked.
However, Liliruca's route is really close. Her confession event happens on R12.