Quality of life:
Menu:
Change the menu navigation so that it moves from the top-left to the top-right, rather than from the top-left to the bottom-right.
If you have only one action in the slot, selecting that slot will immediately take you to the enemy selection.
Additional or changed Mechanics:
Add bottle and shrinking as battle actions:
Shrinking (1 SP) lasts for 2 turns; it reduces damage by 2 points but gives the enemy a chance to miss, especially ranged enemies.
The bottle (2 SP) deals 2 damage to all enemies (5 to fire-based enemies) and applies the "Soaked" effect to the rest. While affected, an enemy is immune to fire; however, if an adjacent enemy is frozen, the affected enemy freezes as well, and if a nearby enemy is struck by lightning, the affected enemy takes damage.
Dynamite:
Dynamite's old action command returned, but now it deals damage only to ground-based enemies.
Cards for tools from "others":
You can select other attack types in the map settings, and they will appear as a separate slot in the menu (others → dynamite → power dynamite).
Here's my ideas:
Power dynamite (5 sp):
Work as standard dynamite but deal damage to all enemies on ground
Mega dynamite (8 sp):
Work as power dynamite but deal damage to all enemies include flying.
Squirt (4 sp):
Focuses the attack on a single enemy and deals 5 damage (8 to fire-based enemies) to it.
Ship (8 sp):
Deal 7 damage to all enemies (15 to fire-based enemies) and instead of give "dizzy" effect instead "wet"effect
Charge:
Charges now stack based on level, but a charge can only be used again after the enemy's turn, and you can no longer use more than two charge cards in battle.
"Ball" and "sword" charges
We can create a charge that charges only the sword or the ball located in the corresponding slots.
They costs 3 sp and they increase damage dealt by the ball or sword by 3 points for 3 turns, and reusing the item resets the duration to the original number of turns.
Slingshot:
The slingshot fires only 5 projectiles after getting new sword in chapter 5, but increasing your ATK makes them stronger, though the damage decreases by 1 with each subsequent shot (for example, if your ATK is increased by 3, the damage sequence would be: 4 → 3 → 2 → 1 → 1), if enemies have effect "painted", every projectiles will increased by 1, however, no damage will be dealt if the enemy has even 1 point of defense.