What do you think of a layout with 4 characters at top? Combatants appear in the middle, classic scrolling text box at the bottom for narration and combat reports. It would be a little offbeat but I think I could also adjust the focal point in the 3D environments to make sure that's nothing much behind the portraits at top.
I added the TV screen over top of the portraits but I have to work on the scanline effect a little more. Looks like screen glitching at present but I'd rather have a real grainy 8-bit arcade scanline running down the portrait constantly.
I have an awesome blood shader effect on the portraits when they take damage, progressively fills up the window with blood spatters.
Most UI elements look better to me if I put a shadow offset under them but others might disagree. I think it looks good in a game which is highly stylized. It isn't trying to be DOOM, it's something totally different. It costs next to nothing to render.
That blank space to the right now is on the end, looks less weird. That's where up to four conditions/buffs appear at a time, plus a level up notifier you press to go to the character screen. Instead of stacking them on each other like in Grimoire, this gives you a good glance at anything currently active including priority conditions like burning, poisoned, diseased etc.
P.S. Just looking over the structure of the Worldmap and the linked areas, I noticed the game could really benefit from a mechanism similar to Fallout 1 where you can exit a world but return later and choose a level to return to. I just tried an experiment using a few simple icons and menu selections plus background and it was really effective. Like in the original Wizardry, it's good to be able to bail out at certain places and return to town to rest/heal/resupply/rearm and maybe replace party members who have been killed. I don't think there will be resurrection in this game, amongst other reasons it make the game harder and tougher to complete with limited saves and permadeath. If the party leader is killed, (CRACKERJACK here) then it's game over but you should be able to exit and come back with new people added to your squad.
P.P.S. Whoa I just realized I could have combat orders menu, character review and inventory and perks all appear below the character plates and it would be a very good way to organize the UI for the entire game in-play. I could still have the equip figure on a dialog window of its own but I have the Equip working from the inventory at present and it looks good. This would also allow the character figure room for those damage dials I demoed in a very early screen shot a long time back.
P.P.P.S. I don't want to screenshot the interfaces yet because they are so bland and boring and basically using placeholder graphics. I was just thinking, what about the character plate solid but all related interfaces done with translucent shaded backgrounds and green computer terminal text underneath exactly like Fallout PIPBoy display? That might look pretty awesome and when anything was pulled down during combat, you could always see the combatants there still. Eliminage Gothic has many translucent dialogs for the same reason. I could definitely get a video scanline on the interface going to make it look really retro.