Pretty neat for a "training" game. I know you cannot update the game, but here is my feedback on different parts if you can make something out of it in the future:
- Pacifist Healer archetype is interesting. However, Pacified state appears very rarely and the Pacificist ends with not a lot to do but Pacify every turn until things get very bad (this changes when the archetype Switch appears, though). Reboot is a bit slow and doesn't heal a lot. In particular it doesn't heal MP (think Rest in Octopath Traveler; it's an important technique for the Merchant's self-sustainability). A Guard would be nice to have (only Reena has one, until it's replaced with Switch; if the UI system didn't allow having more than 4 top commands, then it should be a 0MP Special).
Semi-aggressive moves may complement the moveset, like Counter (only deals damage if attacks this turn; or, if you really want the character to deal 0 damage, reduce damage taken and give a chance to apply a status ailment like Paralysis to the attacker; can quickly become OP though, be careful)
Finally, other supporting moves are welcome, like Share MP (give fixed amount or percentage of HP to ally, see Octopath Traveler again), which would be a good combination with a Reboot that restores MP... It's hard to find MP healing items so the characters cannot use Special after some time.
- I noticed the Android can be poisoned, although he stated the opposite in dialogues. At least this gives him an opportunity to demonstrate the status ailment cure on himself.
- There is no Flee command in battle, and I didn't feel a reduction of random encounters when levelling up / beating many monsters in the same area. The only contribution of level in minimizing random encounters is that since you're stronger, you beat enemies faster. But you don't level up often so that's not too visible, and you end up with the feeling there are too many encounters (I had 2 encounters separated by ~12 tiles at some point).
I know RPG Maker doesn't really help on that side, though. Ideally you would have a heat map where you reduce the encounter rate in areas where you already fought a lot, to solve issues like meeting an extra when going back and forth in an alley to check what reveals to be an already opened chest. But that's too much work for such a production. However, keeping track of the numbers of battles won or simply comparing the average party level to the area level may be enough.
- Didn't go far enough to learn new skills, but I saw some 0 TP at the end of the battle. Not sure if you use them or if it's a default from RPG Maker.
- Didn't go far enough to find new equipments... Maybe the game was short enough this was not needed, though.
- Item distribution a bit scarce, or more exactly you'll need a lot of MP healing items at some point but it's easier to find HP healing items; whereas since you have a healer, MP healing items would be more versatile. It wasn't clear that Magic water was replenishing MP.
- Stopped after both characters obtained their archetype Switch, but seemed promising. Refined dialogues overall. You took advantage of the "evil inside" plot element and gave it a meaning in gameplay.
- A few missing "crisis" aftermath dialogues, like after killing the bees, and when Nit-1n wakes up after the Fairy battle.