Yes, you've answered most of them. xD
Well, as a Touhou fan who got into the genre almost purely due to the music (I've never cleared ANY of the games, the furthest I've ever gotten is dying to Remilia's first spellcard in EoSD, but I'm blaming that on my determination to only play on Lunatic), I'd personally like as many of the themes I've come to know and love in it as possible. I once tried making a Vocaloid fangame and MIDIs for certain less well known songs were pretty much impossible to find. In my search for them though, I found a site with a bunch of Touhou MIDIs, although I'm not sure where on the web it is now or if it's even still up. I remember trying to decode the MP3s into MIDIs, but due to my lack of expertise in the area it ended up failing pretty epicly. xD
Ninja Edit! :: Also, although an OGG file can be 1-2MB in size, a typical MIDI file can be under 60KB, so you can fit a lot more of 'em in there. Your call though.
I know you're using the Labyrinth of Touhou as the main source of inspiration for this game, and it was speedreading through three threads of >1000 posts and a fourth ongoing thread that made me sign up in the first place. xD
In LoT, the Attack command was damn near useless unless you have a character with ungodly stats in attack such as
or
. Remilia and Yuugi to an extent too. It was more of a 'desperation move' rather than a viable move unless you're using characters geared for 30F on say 6F and below. Will this be the same in your game?
I assume it won't be, to an extent, mostly due to the 'fixed MP' mechanic that you said will be implemented. Healing a percentage of MP after battle probably won't help if the fixed MP value is too low in the first place, I assume, considering SP in LoT can go up to the tens of thousands, making limits pretty much moot (Assuming you don't get hit by a Djinn Storm or Destroy Magic that is).
But I really admire your dedication. On the first page, I saw a huge list of people contributing to the idea of 'combination attacks', and I know for a fact that coding them will be a huge pain in the behind. You'd need a skill for each and a whole bunch of events checking for whether or not they've been used in conjunction, unless you have a script for that.
I remember seeing somewhere in the topic that you were using RMVX's default battle system. As far as I know,
Battle Engine Melody, Yanfly's baby, trumps that in almost any way possible. Maybe you could check it out? On his blog, he's also got a script for
Party Influenced Music, which might help with the music selection for your party, unless you already have a script that does that.
The main reason I'm suggesting Yanfly's BEM is due to the ATB bar that comes with one or more of its four inbuilt battle systems: In LoT, being able to see when the enemy will act allows for a lot of options, such as switching Chen in for Flight of Idaten spam or swapping out squishies in anticipation of a nuke. I'm not sure if you'll have switching enabled in battle, but the ATB bar, although different to the one in LoT and more in tune with the Grandia style (One universal bar shared by both ally and enemy), might still allow for proper planning.
Of course, if you already have something planned, then feel free to ignore what I've said. xD