How was I being a jerk? Shooting down your suggestions in a civil, concise manner so as not to allow any room for misinterpretation or assumptions? By offering you a chance to explain how one of your suggestions might be implemented? That's not bullying, son. If you can't handle legitimate, non-antagonistic criticism without name-calling, I would advise you to pick up your fragile ego and leave.
Your "feedback" was asking for drastic changes that people either don't want, or have no interest in. Also, if you had been reading the replies since yours (rather than zeroing in on the one you figured you could pick a fight with), you would see even Threshold is entertaining some potential future ideas.
That was your "in" to add to the discussion. Propose something that can work within the constraints of the game and doesn't change things too much, instead of picking a fight with someone in the thread.
The combat is fine for what it is. Threshold has implied dialogue changes could occur in the future, alongside some UI stuff. If he's open to suggestions that radically alter the way interactions happen, then feel free to throw whatever idea you have at him.
@Williamtheshatner: I honestly wouldn't mind generic dialogue if it was only activated where applicable. For more aggressive monsters, you would get some generic shit like "I'll milk you dry!" or something. Only issue is, if you have too much generic dialogue for interactions, it can feel same-y and get boring real quick. It also probably does make things much easier long-term, but it also produces a new issue of "how many times does a player want to see this before they get bored of seeing it?" 1-3 lines is a fairly narrow margin for that.
That said, I'm just as curious to see how it would be implemented and utilized to the most effect. I can see both sides of the argument ("it can get boring pretty fast" and "it's easier to implement and it makes dialogue skips that much less frustrating."), but feel you would need a solid 5 lines of generic dialogue and script it to rotate and come up after 2-3 lines of pre-existing, character-specific dialogue. The other issue is how little character-specific dialogue there already is, so it's gonna rotate pretty frequently.
@Threshold: Move-spam is a bit of a problem. My main complaint is how an enemy will escape a stance a turn after you perform it despite the dialogue coming up that they were shocked-stunned into skipping the previous turn. You would think if they were surprised the previous round, they wouldn't be as capable of escaping, especially if it happens to also pass the check on weaknesses. In the same vein, I wouldn't mind seeing the PC losing a couple rounds to weaknesses based on fetish. Kind of a "fair's fair in love(making) and war" of weaknesses.