About judging Grimoire or older games in general via their adherence to modern standards. My point is: you might misinterpret developers' (Cleve's, for example) intentions that way. You might even try to force your preconceptions about what his intentions might've been onto him instead of the actual intentions he had during the creation of his game. You are basically trying to dictate what intentions he should've had, while creating his own game, you demand of him to change his original intentions to suit your fancy (and "fix" the game specifically for your liking and according to your tastes), and you are basically trying to limit his freedom of self-expression.
I will offer my personal interpretation of what I've experienced in Grimoire so far, for no other reason, than to try to make it apparent, that your image of what this game should be, whatever that image might actually be, is not the only possible one. Power progression in Grimoire, in my opinion, is almost entirely ability-driven, and those abilities are primarily unlocked NOT through leveling, but via items (or, in some cases, as unlocks at specific places on specific maps, which is almost the same as finding an item there) the majority of which also have certain plot-related uses. A lot of time, this game feels almost like metroidvania (yes, that "term" is cringeworthy, but I hope that the meaning, nevertheless, gets through). Each, well, not each, but a lot - and certainly a lot of the *Critical* ones - item is designed in such a specific way, so that after finding it, you, meaning either your party as a whole or maybe just a single specific character in it, are able to something, something specific, you weren't able to do before. After each such an item, the rules of the game, as a whole, or rather the very way you perceive them, bend slightly - but noticeably. With every item that matters, the game itself, the essence of the very process of playing the game, morphs in small, but very definite bits. And the best part of it is, that it morphs in completely unpredictable ways. Meaning, that you don't, really don't, have the foggiest idea about how you would play the game after the next 3-5 hours (other than "100% maps using Detect Secrets" maybe), because you just don't know what you'll find in the next 3-5 hours, and you definitely don't know, how and in what ways will that something change the very, ahem, I think that's called "gameplay loop" or something? And you just know, that you'll find something, that you won't be able to predict, what you'll find, and that it'll change your playstyle in some definite - and completely unforeseen - way. Because the entirety of the game BEFORE this very, current, moment, worked exactly like that. The gameworld is DELIBERATELY designed as being nonsensical, "anything goes". The items and abilities are DELIBERATELY designed to be overpowered. The combat is DELIBERATELY "Oneshot or be oneshotted" sometimes. Because, ultimately, this is a game about omnipotence, about the illusion it - about the world constantly finding new ways to remind you, that you are not - and about you finding the way to patch those weaknesses up - and finding the way to pull through something you haven't been able to pull through before. That, I think, sums up my own impressions about what this game, the portion of it I have actually seen, could be all about.
And I will repeat. I voiced my opinion regarding this game not in order to make anyone think that I am unconditionally right about it, and you all should just agree with me. I voiced my opinion in order to make it apparent that I have the right to have and express my own opinion about, in particular, this very game - and that that opinion can very well mismatch yours. And even if I'm missing something, or misinterpreting something, or I am just plain mistaken or even deluded, you spotting it doesn't mean YOU are not missing something else, YOU are not misinterpreting something else, YOU are not mistaken, and YOU are not deluded, whoever you, reader, might be. I have my own opinion regarding this game - and, just the same way, Cleve does have his. And, moreover, if anyone is competent to talk about Cleve's actual intentions, it's no other person, than Cleve himself. You may like those intentions of his, you may dislike those intentions of his, you may agree with his methods, you may disagree with his methods, but if you are trying to force your opinions onto him, and if you are trying to change his intentions, regarding his own game, to your own liking, balance talk or no balance talk, you are eligible to "FUCK. YOU."
That is all I can currently say regarding this whole matter.