other mechaincs you guys arent utilizing are things like:
STATUS EFFECTS (many classes <manly magic wielders> are supposed to have abilitys that inflict status, but it seems you guys are slowly , but sureley removing just about every status spell from the game...that isnt fun)

ELEMENTAL WEAKNESSES (otherwise, besides the damage potency, there is NO diffrence betwene something like fire, thunder or blizard -- like seline and eos, they are all the same thing with a diffrent color pallete, in which case there is not much point having one or the other anyways)

UNIQUE BUFFS AND DEBUFFS (in final fantasy games bosses arent the only ones that have these things, players do to)

MULTISKILL/CLASSING (which im pretty sure was previously a thing in the early stages of the game but has sence been deleted)

these would be game changers that allow you guys more easily to create unique bosses and solutions.
but from what i see you guys are putting too much effort into making sure your game is played one way.
your dungens are driven through in a specific way, your classes are played a specific way; and that there I
belive is the primary reason you guys have as much trouble as you do implementing new classes and mechanics into
the game <your restricting yourself far too much in what i assume is the attempt to revolve most of the game
around end-game content>, but your content should be flexible enough to allow for mistakes and some semblance of versitality...it shouldnt
be a 1-trick system.

anyways....thanks yall for lending me your ear -- and SE , if your listening...please stop this MADNESS.