nice ideas.
I would rather go for consumables and temporary buffs, because this would probably be easier to implement than new skill effects and animations, while i really like the idea (and have seen this in other games at least partially).
as said in a different thread, i would love to see temporary weapon or armor improvements, consumables, that add a certain effect to your weapon or armor for a few turns, such as "weapon does ice dmg instead of whatsoever was on it for 3 turns" or "your fire spells are more effective/do more dmg but you are now "Warm" or have the risk of being set on fire randomly while unter this effect".
this would also make crafting more "important" (it is important already, don't get me wrong here ^^), and add more diversity to recipes. there could be anything, from increasing resistance to temporary immunity, from adding effects to imcrease dmg. In the end, this should not simply lead to an improvement, there should be a penalty for using such things (such as if somethings improves your fire dmg, it could lower your ice dmg, or make you even more vulnerable for ice dmg, and so on...), a certain balance.