What jrpg game mechanic did you wish existed but never found?

OneKickMan

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I'd like to see a JRPG you can completely beat without turn-based combat. Something like, if you play stealthily, you can clear levels without activating turn-based combat, but if you're spotted, turn-based combat activates. Or an isometric shooter that turns into a turn-based JRPG during close-quarters combat. But most people would go the hybrid route.

I heard that the game mutant year zero has something like that
 
Not an jrpg, but Silent Storm is kinda like that. When you're hidden is an stealth rts like commandos, but when entering combat is turn based like jagged alliance.
 
Maybe hybrid class building? FFXII tried but it's not as hybridized as I'd like. I've only seen it done in western rpgs and dungeon crawlers. FFA2 comes close to this customization level but you're still learning a job for it's skills that you attach as a secondary skill sets to the class you actually raise up your character's levels in for growth statistics you want. Some Fire Emblem titles try to fix this with setting them in a job that would be good for their stat growth initially but rejobbing them is never a guarantee to maximize potential for your party needs. More monster taming but there's more genre than mechanic now or ability to craft than just upgrading your gear at shops or drops. It exists yes but mostly in action rpgs than standard jrpg ones.

Otherwise my main complaints are on random encounters being how combat is initiated than always having a model on screen you could avoid. Or just bad mechanics in general like this:

Farel - Unlimited Saga - Musol Yanii video screenshot.png
 
The capacity of transfering your Stats while keeping your armor, sometimes i want to wear a specific armor set since it looks cool but it has poor stats
 

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