Ok so I have officially reached the end of 0.3, and damn I am really enjoying this. All of the additions have been great and all of the side stories feel much more complete and like they actually add to the overall story rather than just being one set pieces. The world feels more put together and now that half of the monstergirls aren't just random one off battles while traveling and actual challenges in the way of specific goals just makes encounters more enjoyable.
Thanks for the review, I'm really glad you like the game.
As for the things you pointed out.
1 - Battle speed is a variable I can adjust from a 3rd party ATB script, the problem is that that script was the only I found that works well with the others I'm using, and that variable is generic, the script uses many factors to determine the speed, number of characters and agility are two of them, I can speed it up more, but that makes battles with less characters faster as well, and you've seen at the beginning of the game how fast the ATB already is. I may consider doing it, but that's a decision more complex than it seems and my knowledge of scripts is insufficient to make the edits required to solve this problem.
2 - As for encounters with too many people, I agree with you, they're too slow that's why I keep most battles one vs one, the bandits, maybe I could increase their stats and reduce their number. I've noticed that the old temple and the final bandit battle were a drag and not funny, but at that point, those battles looked fine to me, so I left them like that, but maybe I should try to do something about it. I'll think about it.
3 - You want charming prevention. It's possible. Charm was supposed to be a troubling technique of unavoidable damage, that the player should keep himself prepared to mitigate the damage, but I understand that's frustrating to not be able to have a way to prevent it (especially considering the RNG gods of the RPG Maker, they are evil, and despite you stating such a dangerous technique should be used just a few times, there are times it uses one after another, that's why the enemies use SP now, to prevent that). I'll think about it as well.
4 - Region bosses' fights are too long. Sincerely as someone who played and liked Final Fantasy, I don't see that as a problem. FF 13 had bosses that stay for half an hour. So you want me to reduce the amount of health you have to take from them to finish the fight... Fine, I'll do it, but not for a big amount, that is still supposed to be a hard fight that will consume many items.
5 - Refights... I tried, sincerely, but I hit some walls. The biggest one is items. How do I program this so that after the fight you keep the items you used? Experience, how do keep it the same in this mock battle? I thought about unlocking the scene if you defeated the monster girl, but I thought it would be too easy and basically remove the game over rape of this game. I did it for bosses because you'd only have one chance to fight them, so it was fair, but when I think that there are events that the monster girls won't be able to be seen anymore after the quest, like the mansion and lily's prison, I begin to think it should be batter to just unlock it after the battle. I don't know, I may make a poll to see what the community thinks about it.
6 - Binds and combat chatter will go on technical limitations too. I tried to make a bind state, the thing breaks when there are more than two characters in the battle. I understand Torotoro managed to use some kind of binding state in paradox, but I have no idea how. The combat chatter is prevented by the scripts I'm using, if I try to have more than one textbox in an event during a battle, the enemies stop being selectable and you can't attack anymore. Don't ask me why, it's a glitch in the scripts. So I hope you don't miss it that much. Torotoro isn't using the same scripts as me, so he probably doesn't have this problem, but his combat screen looks so bland and standard compared to the one I use here, I still think it's a good tradeoff.
Thanks for playing, and I'll take a look at the glitch you found.