One thing that I hate about the combat of Celceta, is that isn't as fast as the older games, where you could dispatch an enemy with a few strikes and then move.
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That's present in Celceta too. Especially as you progress and if you're exploiting weakness types.
I think the party system games feel the fastest to me because of the horizontal movement options available to you and how good the auto-target system is, on top of just how much more powerful skills are compared to the ones in the Napishtim games.
Also, even though the game is based around the flash techniques, I never truly feel that is worthy to learn the timings of the field enemies, specially with how easy is to heal or even revive your characters.
Yeah, but that's mostly because there's so little reward for doing so. I think, generally, Flash Guard is best used for multi hitting moves and quick, successive hits, and Flash Move his best used for big swings with long recovery times to extend that period of vulnerability on the enemy.
Most field monsters don't really have either sort of attack, and die so quickly that the crit bonus or slow motion isn't really that valuable. So there's not really much benefit to using the techniques on most field enemies outside of style points.
I don't think this is a design flaw. Just how one would logically apply the techniques to the game.
In the other hand, I kinda love the grinding in this game, but also I feel that grindning isn't something than an YS game should have
I like it too. I don't like when people try and define what Ys "should be" so I try not to do it myself. It's an element of the games now that I rather enjoy so I just leave it at that.