Thinking of high-end enemies for different species is my favorite thing to do.
Such as a "glitch-in-reality" egg that was laid at 00/00/0000 and corrupts one of your party members into uselessness by parasite-ing their accessory slot when you "kill" it. It's counted as Undead, so you can't even hit it with physical attacks.
Been experimenting with the idea of random loot and how it could add a level of good unpredictability to my games. Then I realized I could make enemies drop "Gotcha Boxes" that give random rewards on top of their pre-existing drops. For those lovely little "wow I don't need to go out and get that thing!" moments.
Moves now have these lil symbols next to them to denote what kinda attack they are. These are also in the skill descriptions so you can piece things together, but the benefit of this is that you can see it in the battle log. Enemy has all physical attacks? Gear up on defense, etc.
This is what I've been working up to - an overhaul of the actor/enemy window in combat. Now you can see accuracy, crit rate and damage effectiveness all in one place. I neglected showing outright damage numbers because you can already see how much HP the enemy has & I don't want to enforce a "numbers race" mentality.
Part of a bigger thing I plan to show later, but enemy health bars now have these lil icons attached next to them. These are used to denote the "species" of that battler, which is mainly used for lore but I have quite a few [species]-bane items and abilities planned.
Decided to completely gut the Luck stat out of my game. However, its corresponding stat increase gemstone (the Lucky Citrine) was reworked to do something much more interesting - for one fight only, you will get the enemies' drops 100% of the time, provided you end the battle with the state it "gives" still being applied.
The numbers are tweaked for rare drops, of course.
Not gonna lie, seeing y'all do cool menu stuff has been kicking me in the ass to make cool menu stuff for my own games. Especially now that I looked over Moghunter's menu editing plugins and saw I can control which parts get overwritten. Definitely thinking of overhauling the Skills menu with something fancier.