Some things to keep in mind (focusing on the game)
combat and the possibility to ignore balanceee
An example being in Final Fantasy 1, you have choices of what skills to pick for your magic users.
Some maybe seem "obvi" better than others. But it's your choice to strategize
and try to think ahead of what kind of enemies you're going to fight.
But ultimately, the player doesn't know! ɷ◡ɷ
So breaking down your entity attribute and status types,
if you're system is simple and just uses Attack & Magic Attack, then players would focus on a power oriented play.
But if you're entity attributes and status types include environmental abstractions && other,
you get to dance with enemy types that are dark, light, fire, plant, water, etc.
Making knowing the map and the enemies in certain areas sort of a joy to figure out. (And also a pain)
You can come up with weird attacks from enemies that don't need to make sense,
or attacks that line up with enemy attributes and status type. (♠_♦)
Uh; yeah I just felt like saying that (●__●)
Have fun Neko.Works, keep it up