4) WHAAAAT!?...Nah, I'm kidding, mate. Just curious though, why don't you like the Press Turn System?
I'm not the one being asked but I can sort of see where the issue is.
A lot of SMT games have combat that is already won or lost before the battle even begins. Got party members weak to what the boss is going to throw at you? Yup. Enjoy that. Or vice versa - a single person who can null Ice when you're facing a boss with Mabufu. It's not necessarily a bad thing to have emphasis placed on elemental weakness, but it
is important to note that some systems were more game-warping than others. Persona 3/4's One More (and especially vanilla P3's knockdown and losing a turn effect) tended to result in most battles being completed without enemies ever getting to act - or wiping you as a result. But Press Turn can be the most ergregorious example of hyper punishing a player for a mistake in planning (especially when going through an area the first time), because losing
entire actions is massive. It can have an extremely system warping effect whereby, like I mentioned, combat is already won or lost before it even begins. And then it's kind of an extra slap in the face when you're first encountering things and trying to figure out what does or doesn't work.
That said I'm mostly fine with it because that's largely what I signed up for.
SMT4's added Smirk RNG can go die in a fire though as it just aggravated the issue.
(For the record, the game I worked on did have an elemental exploit system. It was a lot simpler though - if you hit an enemy's weakness, it also caused the remainder of your party's actions against that target to be more effective for the turn. I think the emphasis on elemental advantage in SMT is a good thing; it's just a matter of
how massive that impact is that can end up warping the game).