Actually, two battle systems is already possible in RPG Maker XP via script, but then, they are both ABS. Rhyme is right on this point though, I think its better for RM to stay for PC.
Yes, but what people are asking is to have two systems by default without having to resort to scripts. What they don't realize though is this could really complicate the system, especially since the current battle system is designed around the default scripts. If you were to implement a double system feature, you'd have to accommodate for a lot more resources (front view as well as side view monsters, for starters).
Scripts may or may not have to be doubled in size, but the coding for those scripts would get a lot more complicated and troublesome to work with, especially since they would need to be designed to be user-friendly, something a lot of battle systems and multiple battle systems are not. Where it gets even trickier is when you begin working, tweaking, adding, and replacing certain scripts, especially the ones that are dependent on a specific battle system. Support for existing scripts is already a headache, especially when they crash the game, but the support for two systems would be a nightmare and a daunting task of configuring for anybody that's a scripter.
For me, a better feature would be to keep a similar style of front-view, which has been stated multiple times by other scripters as the easiest to work from when creating newer battle systems, but bring it out of the wall-of-text age into something a bit more eye candy.
Bring back a similar style to RMXP's battle system, but have the battlers facing the enemy and not the screen, and don't have them covering the HP/MP box making it difficult to read your characters' stats. Add facesets into the HP/MP box if that is desired, or better yet just pop up the command window only when it's time to choose the commands, and hide it when the action is taking place. Remove the text and resort to damage pop-ups (including a scrolling state change and animation effects such as poison). Use a cursor to choose which enemy to fight against, thus removing the need of a text that states "SlimeA". Enemies would also have pop up damages and scrolling states. Slip damage should also pop up. A simple bar of text that states when an effect successfully hits an enemy or battler is all that would be needed for the text.
But what I'd really like even more than just an updated visual battle system is a system that is meant to give us more features to strategically design our battles:
Physical as well as skill counterattacks that can be set up based upon types of attacks and states. For example, if a mage casts a reflective fire spell around the team, any enemy that hits us with fire should have it bounced back at them (with a small chance of hitting the entire troop).
More item drops so we can randomize this better with a Steal option that lets us steal gold or items, but maybe customized to allow thieves to also steal skills and enemy stats that can be used for the duration of command.
A blue mage system.
A way to cast certain skills or items on both the enemies and the party. For that matter, better scopes. I should be able to create a whip that will hit all enemy types and a boomerang that will hit the entire troop. For that to work, we should be able to categorize enemies by type (ie., none if no type, undead for ghosts and zombies, unholy for witches and demons, etc) and have the option of giving up to 2 or 3 types for each enemy. We could even set up resistance and weaknesses for monsters based upon a specific type.