Wow guys, lots of ideas here :) This comment is kind of in reply to the whole thread.
tbh, I don't think I will make major changes to Tolagal (e.g. classes, extra equip slots or change how AP works) because I always intended for the game to be very simple. This was for a few reasons but mainly because I didn't want to bite off more than I could chew for my first commercial game. Also because it's fun to see how far you can push a very simple combat system without making it more complex :)
I built tolagal with html5/javascript because it's really good for simple projects (and I have a lot of experience with JS from developing apps for digital TVs), but it doesn't really scale well for a large complex game. I'm building a new engine with Monogame for my next game which will be an iteration of some of the ideas in tolagal - there will be things like classes and generally more depth to the combat. I'm also building in mod support for the engine so it will be very easy to make your own flavours of the game with it.
In the content update for Tolagal the kinds of things I expect to add are:
I don't think it's a good idea to change fundamental things at this point because the game is complete, and there will be people who like it for what it is and don't want it to become more complex. Fundamental changes can be saved for the next game (or your mods of it!) :)