there are skills of crafting and fighting, nothing in between, their balance being vital. (100% crafting 0% fighting= noob, but, 3% crafting 11% fighting= rather danger)
for fighting- you should reflect what can be spent and directed, such as
primary fight:
sloughter close (body tight)
sloughter far (bady agility) both can get boosted
secondary fight:
-Katana
-Spear
-hand sword
-carry sword
on HUD you should display aspects of immediate time proposal, such as power (issuing 3 combos of a powerfull weapon in a row result in hero being exhousted- informed on HUD for naive player)
This leads on HUD display , having to display:
player volatile potential + enemy health if so , giving player soon orientation in what is happening and what to aim for