Wow that series looks cute.
In past games, this same character's defend would also absorb MP from magic attacks, making it a great way to refill her MP.
Adding
anything to Defend makes it a worthwhile skill. I love it when games make the skill that is made to help you not lose (as opposed to a skill that makes you win) actually does that. All your examples are great, but I especially love MP filling (I'm notoriously bad at using MP for anything other than healing outside boss battles).
What's the difference? Defining it would help the discussion.
To offer another point, the rule of 7 helps here. The short term mind can easily keep track of seven options. Once you move past that, people generally either start trimming the list mentally (I don't need Fira, I have Firaga, even though Fira might actually be enough for this situation) or significantly slow down processing to think everything through. I've even gotten to the point where I'll end up putting important items near the top of the list when I can (well, Phoenix Downs), and this is especially important in games with ATB, where you aren't allowed time to think through every single option you have. I love Chrono Trigger, but even it rarely has more than three skills any character would want to use in a given battle (including duel/triple techs) and each character has effectively 16 skills to pick from, in addition to attack, item, and
wait.
Another point of view is setting things up so that a player can easily snip off options, either mentally or in game. For instance, maybe every character in the game has the following list of skills;
Damage specific targets
Heal specific targets and/or remove states
Apply states to enemy
Apply states to ally
Skill that require all MP or TP
Now, lets say you have it more complicated and there's actually three of each of the above. That's a ton of options, but it's set up so the player just needs a general plan (I know I want to heal this turn) and then they can look at only the healing options. Or, as has been said in many other threads, equippable skills can keep choices significant both in and out of battle without every putting the player in a situation where they are easily overwhelmed.
I want a reward. After I managed to beat or figured out how to optimize my build, I want an easy battle, I want to breeze through because figuring out a certain battle can be button mashed by building/grinding feels like an achievement. Time to encounter more challenging battle and figuring out their pattern.
Once I know how to beat a battle, then that battle is already won, even if I have to do it in the future (say, like random encounters). An overly complex system will likely have multiple menus to go through to choose actions, but with a simple set of actions I don't have to spend much time putting in the same actions over and over again. With Attack, all I have to do is press Z and then select a target. Now, if there are no meaningful decisions
out of battle, then putting them all into battle can make sense, but it should still let me fight the battle at the pace the battle wants to be.
Now, I bolded that for a reason. It's always better to reward than to punish, and it's very easy to mistake one for the other, especially in more difficult games, but this situation is easy; When the player is doing the right thing and when the player is supposed to be powerful (say, from grinding exp, SP, gear, whatever), let them be powerful and glide through battles. Letting it be
too easy can be it's own problem, of course, but from what I can tell, every good game is easy once you learn it and that's partly because you want to learn it. I bet FF6 would be hard if it wasn't chock full of hidden ways to bend the coding over your knee and you didn't grind (Ultima, Rages, Lores, etc).
Huh, on the note of FF6, it is legitimately
fun to let Setzer attack with Dice. You are quite literally throwing numbers at the opponent and it feels good, yet it's quite possibly the simplest thing in the game.