this is an old poll but its findings could be interesting to you Skills, skills and skills
this is something ive also given some thought to so i have a decent amount to say about it. general buzz around skills is that no skills or limited skills is what people like and thats the route the most popular hacks take. the tellius and judgral systems are the target in terms of scale, partially due to easier manageability and partially due to those games being generally well liked (including me, i think fe5s skill system is the best in the series). theres a lot of people on both sides and most people are ambivalent so i wouldnt worry about audience size if your skill usage is limited (important). most people on this forum dont think modern style skill stacking works in gba due to the lack of unit customization for skill routing without extensive custom work to support it as well as the small screen size and clunky menus of gbafe.
on distribution: for the reasons mentioned above opinions trend more negative when it comes to class skills compared to personal skills. generics with multiple skills were also a common point of pain back when unadorned use of the default skill system was more common. the most popular form of distribution is a limited range of personal skills, 0-2 in most cases, to add flavor to units. skill manuals are the sickest shit ever.
on skill types: they range from beloved to maligned and ill go over them all. this will be in somewhat descending order of common opinion
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combat arts are probably the most acclaimed. theyre player phase only and therefore can have some crazy effects without being bs. several different resource systems have been tried to balance these out, such as cooldowns in berwick, hp in echoes, or durability in 3h. mostly player only. i like them
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purely movement skills such as shove or non combat utilities that dont fit other categories are also quite beloved. these are the most likely to be class skills and to be found on every character in the roster. if theyre personal skills theyre a good way to add utility that cant throw a wrench into the numbers machine. also player only. these are sick and youd have to have a serious stick up your ass to dislike them
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conditional boosts like blows are the most consequential in the default version of the skillsystem that comes packed with febuilder and the number of these is what i find dictates how skill emblemy a game is. in my experience its best to limit the distribution of these by only giving out 0-2 to individual units and/or by stacking them on specific gimmick units ie “this is the wrath build character whose damage dealt scales hard with damage received” or “this unit lacks in some areas at base but makes up for it on player phase by stacking blow skills”. these probably make the most sense on generic enemies but they should be small in scale, maybe one per class, and anything that makes enemies super dodgy or bulky and/or significantly tougher on enemy phase should be avoided like the plague. bosses with these are pretty sick and it can create some interesting boss encounters that vanilla just isnt capable of. these are the skills that make or break skillsys games
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positional boosts like charisma are neat but need to fall into a very tight window in terms of balancing between worthless noise and game breaking. enemies with these are generally a nono as it makes calculations a bit of a nightmare. i could take or leave these
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its not hard to find people who HATE proc skills like astra. GENERIC ENEMIES WITH PROC SKILLS WILL MAKE PEOPLE DESPISE YOU. basically just fancy crits and a minor reliability booster and probably should be treated as such unless your stats are inflated to make the proc chances higher. i like them on units who already have overkill combat for a bit of aesthetic fun. extreme moderation required
all that being said, its your game and you can do what you want with it. people like all sorts of nonstandard garbage. i like gaiden. rules are for beginners