This is a huge request, and I hardly expect this to make it into the release version. But a system where status effects and the "potion" effects that status effects reference could take a variable which could reference any character stat or anything or even be calculated from multiple factors would open up so many new possibilities and make tons of things much more convenient.

Let's say Favourable Wind could take the equation:

"MovementSpeedBoost" "CasterIntelligence * 2 + CasterAerothurge"

Or say the heal value of Steel Skin in the Status Data could reference polymorph:

"HealValue" "20 + Polymorph * 2"

In this case 1 polymoroph would be 22% armor recovery per turn, and 10 polymorph would be 40% armor recovery per turn.

This kind of stuff is already possible through scripting and referencing a large array of premade status effects, but that gets ultra clunky very quickly. Even more freedom could be afforded by placing a global value in the effect, like:

"MovementSpeedBoost" "%CasterSpeedBoost, StatusSource, Base"

Which would then reference this variable from the script of the source of the status within their "Base" script.

I really hope you consider a post-release mod-centric update smile