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(Sorta a followup to the earlier idea, but this is a separate idea.)
JRPG battles are interesting the first few times when you figure out the mechanics of how your abilities work, as well as what enemies can do. Finding what your spells do, and coming up with strategies for dealing with battles ranging from throwaway encounters to particularly difficult ones.
But then after that, it can sometimes feel like you know what you need to do already based on monster HP values and are just going through the motions of inputting the commands at the right time.
What if you could, instead of inputting the commands yourself, develop a script for each enemy formation?
I think this idea might work quite well for turn-based non-tactical battles. In every area, you don't just log the enemies that you run into, but also log a set number of enemy formations -- the first time you see them, the game makes you battle that formation manually, but thereafter, you can go into your menu and devise a script for that formation (or keep battling it manually to experiment with different strategies, if you so choose). If the battle goes off-script -- such as a party member being KO'd or running out of MP -- then the game automatically reverts to manual control. And you can also choose to revert to manual control anytime, if you want to try something new.
(It might get a little more complicated for active-time or tactical battling, but it's also possible there.)
I think this would make it bit less tedious to go through lots of random battles.