Weapons have different attacks based on directional imput.
The Shirukin let you airstep/dance, for example (which can be used to dodge while still attacking).
Holding back while attacking with the sword dashes backwards then charges a lunge attack.
Some weapons that drop add different magic and effects.
There's a lot of room for potential here.
The combat is great, imo, but it needs development. It all depends how far they take this.
The changes to the combat are honestly alot more than I was expecting.
I almost feel as though they're likely to roll these changes into the main game in a full rebalance at some point with a future patch.
Like,
so much of this would make sense with the main game.
The way the Sigils alone work, combined with the Offensive / Curative magic system that changes depending on your current weapon....it's a logical step forward from the way Noctis currently plays. The created characters need to equip those things. But Noctis could switch between them on the fly just by equipping said royal arm.
It would be neat to take the current Sigil passives and just make them stacking unlockables on the current Armiger ascension grid. Like, a node that unlocks airstep for all of the royal arms. Another that unlocks a stronger healing spell, ect ect.
Alot of the Royal Arm special passives would make more sense as toggled abilities too. Like the Sword of the Mystic / Father buffs being switched to L2+Triangle when equipped, instead of being weapon pauses. Weapons without airstep / evasion cancels (Axe, Shield, ect) could instead be useful by changing your L2 abilities.
As it currently stands, the most useful application for 90% of the royal arms in the game is to serve as passive stat buffs when they're equipped to Noctis. Not necessarily as weapons to be actually used in combat, they're usually too slow, and the ones that do adequate damage actively kill you.
By rolling the current system into the game, they can instead just have the Royal Arms consume MP instead of HP (like they originally did). It would make more sense then because in the Comrades gameplay, MP is a much more valuable resource. They could then nerf items (or at least the amount you can carry) and the game would just be much better off for it.
The main issue with vanilla FFXV is how trivial it is to ignore damage taken. The game gives you options to increase defense, but there's little reason to pay attention to it, because even if you're fighting something that one-shots your entire team, getting back on your feet is just too easy with items. And options like Regroup are just a clunky way to do the same thing.