Swapping words works perfectly fine reasoning and basis still being the same.
Except aesthetics have no reasoning and basis behind them, they're completely subjective. Saying "I don't like the look of that" works just fine for aesthetics, but not for actual mechanics; there you need a why.
So what if i'm making it my mission? Its equally relevant here, because its a thread about the worst RPG's. I've shown plenty of reasons why the game is bad and many of them have been more than "I don't like the way it looks". If you refer back, i also said i could go on.
Your "plenty of reasons" is 3 reasons: you didn't like the boss music, you didn't like the animations, you didn't like their voices. Those were the reasons you gave, it's hardly plenty and it's definitely not the same reasonings and basis. So far, you just don't like how it looked/sounded; which is enough to not want to play it, but not enough to say that other people are wrong for enjoying it.
Enemies leveling with you was a wonderful mechanic to an RPG.
There is nothing more infuriating than just waltzing through the very last dungeon and boss because i spent a few too many hours exploring or what have you.
No, what's significantly more infuriating is going back to a level near the start of the game to explore those places you couldn't reach before, but all of those level 1 mobs are now level 80 like you; so rather than just run through easily you have to actually fight them. It doesn't even make sense to have mobs from the beginning of the game being just as strong as you are at the end.
If you leveled to the point where enemies in the last dungeon were a joke, that was your decision; and it would have to be way more than "a few too many." Plus, in any good RPG, if you can't beat a boss or if a dungeon is too hard for you, you can just go back and level a little, get a little stronger, then go back and try again. With the mob levels with you system, you could just get people completely stuck on a boss or have a really hard time fighting through the dungeon, since the monsters/boss are getting stronger along with you.
It made for a degree of difficulty in a genre of game that catered to people wanting to do 9999 damage to something as soon as they saw it.
No, it made it impossible for those who wanted to actually level to the point where the fights would be a little easier. If anything, leveling up actually made the game that much more difficult, because the mobs would gain more stats than you did with every level. The whole purpose of leveling up is to get stronger, so that you can kill monsters easier. Mobs leveling with you completely undermines that essential aspect of an RPG.
That's why no one ever uses that system, because it's a bad system.
That Red Dragon enemy is a terrible example anyways, since it was a normal mob on 1 island very far out of the way of everything that was mostly meant for maxing out your people and your GF's, iirc.
It's the most extreme example, but not a terrible one. There were plenty of other mobs that all throughout the game that had moves almost as nasty that you were forced to not be able to level past the danger.
I liked the draw system, but i know why everyone else didn't, and the fact that enemies could do it too was a big mistake. Draw is good system, but they just flopped it pretty horridly, and now no one is willing to chance it for fear in following in FF8's footsteps.
No, it's not a good system. Having to steal your magic makes it an item, not magic. If you were stealing items, that'd be fine, but having to steal casts of a spell is a retarded idea and defies any semblance of logic.
This is true, but not the point i was arguing. If there were a couple slight details i didn't like about Blue Dragon it would be true. We are talking about a whole revamp in game design, layout design, and character design.
So far all you've listed are slight details; all of which are aesthetic that wouldn't have taken very much effort at all to change for the game. Remodel the characters, make a new song for bosses, and use different voice actors. That'd still take significantly less effort than redesigning the battle system or rewriting the story.