I've found myself easily bored with low variety equipment selections in small indie RPGs that I've played. I think that the more variety there is, the better. Extra points for items that come with special stories or require fun quests to obtain.
I picked up For The King in a Humble Bundle sale, and one mechanic that stuck out to me was a physical change to the world map when finishing a side quest. That got me thinking about special map-effect rewards for certain side quests in my game.
I just successfully tested changing music by region, and changing it between continents on the world map after getting on/off the airship. I had to override the default audio transitions with eventing to make it change smoothly but it worked.
I've reconsidered having a subclass system for my first two games since there will already be plenty of variation in playable actors and usable items in the games. The third game will need it because of the basis for the story but I want the actors in the first two to be more focused in their roles.
I performed a test of changing an event's sprite based on who is in slot X of the party. Conditional branches have made it successful. This helps for cutscenes that bring out the whole party correctly onto scene even when members are changeable.
Planning out my second game a bit with my first game because they will be in the same world. My development time might be much shorter for the second game as a result. I'm hoping to finish them both next year.
I don't like linear gear progression in games. I'd like to see more gear be useful from start to finish. This is also true for skills. I also like finding overpowered gear, and don't enjoy games that are too balanced.
The more I look at the QPlugins... The more I am amazed at what they can do. Which I'm not going to lie is pretty awkward, because I already consider them far and away the best plugins MV has to offer.