>Let's brainstorm ideas
Why?So you can steal them,pass them off as your own to your superiors and profit from them?
How would you fix turn based JRPG combat? Let's brainstorm ideas
Eliminate most of the random encounters, something like Pokemon Sword/Shield did (you can see the "random" encounter and is not hard to avoid it).
Make every battle significant, where you need to think and analyze your enemy and not just spamming STRONG ATTACK!.
Make that strategy > grind, include a lot of speed control spells/skills, ailments like burn/poison/freeze usefull against bosses but not broken.
Remove "surprised" mechanic, the one that makes your team move last/first.
Every character is unique, you can't have all party members being omnipotent.
Then great new games are made and we all profit. It's not like you will ever develop a game.
Lower scaling interests people less, plenty of MMOs scale their damage up because their product is dying (Runescape comes to mind).
1. ATB is not turn based
2. There're hundreds of turn-based and speed-based JRPGs where combat systems have almost nothing in common with each other. What system exactly are we going to fix?