Taken from my old post:
1.1 classes that deal different roles like ranged DPS and a class that uses resources like money (the dollmaster?)
1.2 hybrid classes, ie. splashing to a different class
1.3 racial bonuses/traits/skills
1.4 branching class upgrades (swordsman chooses to be a knight or crusader)
2.1 collision-based, optimal AoE, optimal range... all of which are still possible in a point-and-click game.
2.2 elements, fire > earth > wind > water > fire, holy > dark/undead, ghost > neutral, etc.
2.3 Status ailments and corresponding status resistances/immunity/counters
2.4 Attack speed, lucky dodge, cast speed, block rate, condition resistance, and other such secondary combat values.
2.5 weapon classes that differ the performance, like fast dagger vs strong axe vs stunning hammer
2.6 move speed modification as a basic mechanic (as in not available to everyone and is accessible for balance issues like meelee units having an ability to close the gap to ranged fighters)
2.7 monster elemental attunement with corresponding skills (not the "attacks with X element" type, more like uses a real skill that may or may not be available to the players on top of basic attacks)
3.1 Cards with varied effects reaching further than stats. could be abilities, elemental effects, status boon/bane, increasing secondary combat values, could be ANYTHING as long as its not str+1 iterations.
3.2 Set combos of items and cards.
Also, very interested in seeing a randomized loot stat stable which was somewhat confirmed to be included.