-Really like the 'arrow rain' idea, altho it's really more related to projectiles than attack animations, it got me looking into how projectiles work in the last few days, I still have lots to discover in there, but I think it should be possible to make such an attack, it would be nice compared to just firing 3 arrows in a row, since it would have the potential to hit many enemies at once but only if their are at a certain distance. I Guess I could also make a 3way spread shot as another bow attack.
-As for combination, I thought that since in SoM enemies get knocked and have a small invincibility time each time they get hit, you want the first strike to be as powerful as possible. Combos could still be cool for the gloves tho, for example (theres 2 punch and 1 kick animation IIRC) pushing B alone could make you do a punches and forward-B kick (which also pushed you forward). Each 3 attacks would only be possible once in a combo so you could choose to do : kick-punch1-punch2 or punch1-kick-punch2 or just kick-punch1, each attack doing the normal damage, but then your power% would drop by some amount for each attack in the combo, so a shorter combo will let you hit your 100% power back faster.
-As for 'good against X enemy type', its really hard to tell which type an enemy is sometimes, I suspect this is why they chose to just leave it out, I for one had always thought that the game was not lying to us and that there was a small damage boost against certain enemy types until Regrs pointed out that it just doesnt do anything. For example the haunted spell-casting books, as well as haunted chairs are of type plant/fish
Also color-swap enemies sometimes dont have have the same type, like the gray wolf "Heck Hound" is type animal/bird, but the pink wolf of gold tower "Beast Zombie" are type undead.. very confusing..
-Stats is also something I would leave as-is because there is no way to change class, raising intelligence (magic power) for the boy would be useless for example. I think stats-altering equipments would be a better way to give the mean to customize you character stats instead.
-I guess there could be a 'special move" costing TP that would make you go into rage-mode, letting you attack without having to recharge your power% and run all the time instead of walking for a short time, or it could a good replacement for the speed-up spell effect
-I really would like to be able to play mop's mod along with my changes, because of the versatillity of my new assembler, I can move my code wherever I want easily so it should be possible, it looks like each of our mods touch different parts of the game so in theory it should be possible, it depends on how much free space there is tho, since all these new big maps take lots of space, but I think mop decided to reduce the total number of floor.
About new attacks in general one of the biggest problem, that I forgot to take into consideration, will be AI.. I don't think its a good idea to let the AI use TP-costing attacks since it would make poor use of its TP.. But that means you would have to switch character during a boss to make use of each character's TP, and since lots of people will play solo that could get hard to manage. That makes me wonder if I should just replace the charging by a cooldown and forget about TP.. That way even tho an AI-controlled character use a special attack in a stupid situation, it would not be so bad, it just wont be able to do another one for a short time. I guess it would make AI a bit better too cuz now, when they have a charge-level set, they just keep charging until they have their charge and release it. At least now they would help out with regular attacks most of time and throw out a special attack at random when they are able.