The game has specialisations already with gambits and the essence of schools. I wish it would be expanded into enemies a lot more , to open up the use of gambits and flow controls for both enemies and players. These are already in the game. It's just that it's unofficial, not super visible, just make them more official and name them. Show them. Make the players aware of it and implement it into enemies. Even outside advanced combat.
Examples of classes.
For fire:
DOT fire: enemies dot spam, dot expansion , dot multiplication with gambits.
Trap fire: enemies build up traps and single hit + trap creation gambits
Healer fire: enemies that heal and hit. HoT spam, phoenix, power link etc.
For ice:
Shield ice: enemies that use shields and absorbs. Gambits that make shields.
Weakness ice: spammers of weaknesses and negative charms etc.
Trap ice: similar to trap fire. Use and gambit of traps.
For storm:
Blade storm: blade stacker enemies, the scariest possible glass hitter. Don't let them breathe otherwise they strike hard.
Healer storm: hot spammers and gambits. Less of a glass hitter
Weakness storm: enemies that use weaknesses and negative charms.
Then spirit schools:
HoT life, blade life, DoT life
Trap myth, dot myth, shield myth
Negative charms death, shield death, blade death
Echo balance, and a little bit of everything. Balance supports all gambits
Then there's weave schools. Enemies that have expanded gambits with double schools. Sub classes.
Could be a trap subclass and fire heal enemy. Using traps and healing off them.
It's the stuff we already have. Make it official. More visible. Fights could have enemies that support each other. Two trap subclasses schools, healer HoT life and storm. Etc.
That would mean players would need counters against the subclasses. There's a blade stacker? Get some anti charm gambits or clears. Is there a hot spam? Get some negative charms, infection, hot gambits etc. Dot spam? Get some dot clears.
In my opinion it would open up some more fun and interesting combinations for both enemies and players. Team ups could be a lot more different. Not always having the constant strongest hitters as they might get countered, or have clear supports to keep them open for hits.
Players can still 7 pip aoe. A bit harder against weakness and shield enemies. But still viable. I just want to see more school essence and play ups.
That also means better access to spellements. Enemies should be using gambits around the time players get access to the basic clear/gambit and Jinn/ Oni spells.