I just had this idea that would work quite well for a Tales game, it's basically turning it a couple of steps closer to a fighting game than any other. So, instead of the controls being Attack-Tech-Guard, it would be something like Slash-Thrust-Guard or Slash-Kick-Guard or Punch-Kick-Guard à la Virtua Fighter, and techs would be preformed by pressing the input combination for each conponents. So Kogahazan would be something like this >-V->+Slash->-V+Slash and Shuuzouraizan would be >-V->+Slash-^->-V+Slash. Akisazame? V-V+Thrust->-V->+Slash(or >->+Thrust) Any attack+guard is a grappling move and it counts as an attack chain. In addition to that, instead of TP, there would be a rush gauge that fills up with every attack or tokugi that connects and depletes for every damage a character has. As the rush gauge is filled, their speed is increased greatly and attack power marginally. They can also execute ougis which consumes a bit of of rush points and hi-ougis that can only be executed right after an ougi is performed and when the gauge is at least 80% filled.
Spell casters are a different story. Their controls would remain the same as per the Tales tradition but with a little twist. For every action they take, the gauge gets filled, and as the gauge fills up, the spell-casting time decreases, any level 1 and support spells would fill up the gauge, any level 2 and healing spells would deplete the rush gauge, Level 3, summoning and ressurection spells would empty the rush gauge and the power of the spell depends on the amount of which the rush gauge is filled. Summoning spells must be chained right after a level 2 spell, the rest can be cast right off the bat. Attack+Guard is short range, grabs the enemy and drains HP. Tech+Guard is long range and it holds the enemy in place, draining the enemy's rush meter.
Another introduction would be skillsets which are found in the form of scrolls. Depending on how well you performed in battle you'll recieve a certain amount of skill points (which depends also on the difficulty rating of each monster) which you can use to "buy" and upgrade skills, which can later be equipped and de-equpped freely out of battle.
The amount of rush also has a bonus, minimal HP regeneration which can be increased by artifacts and skillsets.
For the party, the amount of rush can be seen as a gauge and also as an aura, the more it's filled, the stonger the aura appears. The colour differs between the enemy parties and player parties.
I have a more tactical-oriented idea in my head, but this is a starter.