Hello, so:
1 - Add in a ton more slots for materia. Possibly off of the bat. As well as give access to, who knows, all materia from the start. Or, fun ones. E.g. elemental. Etc.. They most likely will all already be mastered fully, as soon as you get them.
Then, possibly, ''worthy''-enemies. Possibly, smart, but not annoying. Not just healing themselves, but, perhaps, different and varied, in their attacks. I roughly try to envision game-play. It would be nice to have to actually get to use materia. Putting up barriers, etc.. Not just a longer battle. And not having to sit down and work out math on paper, just to succeed. Keep it casual, but fun. It is almost boring to cast, in usual, Barrier, and then, Ultima. And repeat.
It is also boring to only get good materia end-game, and to level it up for ages. Only for the last boss/bosses to be a push over/push overs.
And so, as well as this, many enemies may have lots more HP, be possibly harder.
The idea being, you could make exciting use of things like counters, counter attacks. Things of this nature.
2 - Possibly a lot more slots like mentioned above. But, in the spirit of Final Fantasy 12, with gambits. Make it where we don't use moves our-selves. We would rely on paired-slots with Counter. (Not Counter-Attack)! But the question then is, ''conditions''. IDK if it would be good as is, stand-alone. Something that could be done by manipulating items and materia from the start. Or if, say a party member's health is in the ''yellow'', only then doing a ''Cure'' spell.
When or if it then comes down to essentially ''macros'', maybe we no longer need extended slots, and things like Counter materias. Perhaps we could find where it records data during game play. Develop parametres, for macro-making. And have the fun of pre-made macros -- and seeing if they could handle situations.
There is some fun in this. Testing your macro-skills. Maybe making it a little bit harder. While we may need to change it a lot, due to different enemies. This might keep us engaged. The same level of input and just-watching, but a new twist.
Unless cheating too-much, we could have it where you can save anywhere at any time, as, if things take a bad twist, there is little we can do.
Hopefully, it could even become very fun. If you had essentially a giant decision-tree. Which you then added to and tweaked as needed. You could either pre-program every scenario, re health levels and so-on. As well as perhaps upon getting new materia -- from the very start, should you wish.
With, I guess, the idea being, you would still be active. But your job would be to tweak and predict that, which would be best, using macros -- ''like a bowsss'' !
It might even spice up regular game-play. We may need to make it a bit harder, as most things are a joke. However, the few scenarios that we don't plan for, might crop up, creating balance.
If you are pro, you have the joy of never having to alter it, as it will work smooth. And if you wish, you can make it easier, such as changing it for each new enemy. But the costs of that are having to alter it often.
For this one, you could almost make adjustable algorithms etc. on a separate program already. I could even use a program to recognize text on screen for this. But such programs seems rare, and to be highly in-efficient. I think a much easier one would be, if you could see what is happening in the game using something like text. And then go from there.
I have no idea how they work but on some minecraft mods, they go by stats of what is happening in-game, when creating bots/etc. -- as opposed to a screen-reading application.
Thank you reading, for any help &/or suggestions. Or comments