It's major appeal is the real-time parry system you don't usually see in turn-based RPGs. Learning enemy timing in order to gain additional Momentum (think of it as energy) makes battles fun, but I think it relies way too heavily in it. One suggestion is to rework certain elements of the game such that turn orders, weapon types, item synergy and Momentum economy can be better relied upon into getting further into campaigns. Problem is once you've got the timings down, weapon types, items and all that never matter much.