Are you sure about the whole FF8 thing here?
Did FF8 do something similar? I've never played it, so all that comes to mind are the gunblades.
Is visual design of the weapon final?
There'll be various designs as I've got the weapon progression thing. Did you have some feedback on that front?
As for the mechanic, what is the pursued objective behind "reloading"? That's a requirement to determine how to go about it efficiently.
I'm thinking that I want to stop the player from spamming the spells, as some are quite effective. I also want to give using them some strategic significance; you'll have to carefully decide when the best time to attack with her is, since reloading would leave you open if you wasted the energy all willy-nilly.
Charges and reloading are mechanics intrinsically linked to game pacing and character durability, so there's no golden answer to your question, it depends on your game and you'll want to playtest it.
That's a good point, yeah; I may need to wait until after I've built a level to test this out.
A bunch of simple math will also help you find the pacing, start with the overall DPS goal you want, then break it down into options and rythm.
The spells will be more of a combat utility than just different ways of dealing damage, though. It's more accurate to think of them as the equivalent of Zelda items in this regard. This'll be a useful technique for normal attacks, though.
Thanks for the replies, guys!