For many months I've been working on a new variant of RPG gameplay

For many months I've been working on a new variant of RPG gameplay.
I fully intend on making this into a complete product, but first I wanted to run it past public opinion.
Sorry for tiny gifs, I used flipnote early on to get out ideas.

Battles take place on a grid composed of many tiles. Teams attack each other until the other side has lost all health.
You freely arrange your party members to ricochet your enemies across the battle grid.
Use many types of moves, terrain features and items to further damage your foes. Crossing enemy trajectory is a simple way to add a few extra damage.
Placement matters, as soon as you've finished beating on the enemies, they'll have their turn to do the same to you.
Each teammate will have their own distinct moveset. From slashers, chargers, grabbers, shooters and more, each one plays differently on the field.

Due to story reason all people, plants and animals have become mutated.
People gain/lose limbs, change color, change shape. Yes, this means monster girls.
Some people's mutations lend to their moveset, a person with tentacles will use them to restrict targets while the sharp handed teammate lets loose.
Some animals become aggressive and attack passersby. The raccoon for example rolls around using its newfound weight to attack.

Weather also plays a big part. Certain areas in game are undergoing constant natural disasters. They can effect everyone on the battle grid.
Earthquakes can remove stable ground, floods can give water based fighters more area, lightning deals massive damage to whoever stands on the susceptible tiles.
Strong gusts of wind can alter trajectory and needs to be factored in when setting up a proper combo attack.

Does this sound interesting? I'll be clarifying mechanics and posting more art in a bit.

Mite b cool.
So do enemies just bounce off any character that's in their way and take damage or does that character have to take some specific action to do it?

How do battles start? Are you given the units before hand or do you choose where you put your guys? How is the area that you start in?
How different are the different units? Does everyone have a common move? Does everyone have a move unique to them?

This is an interesting idea, and it's something that I've always wanted to do.

The main themes for the game will be teamwork, community and culture. These will be reflected in both battles and overworld gameplay and story.
Across the journey you'll find many potential party members with different stories to tell. Some will join you for plot reasons, others will be optional unlocks.
Outside of battle I have a few 'multiplayer' minigames planned. You'll be playing with your teammates and depending on how well you play together you'll recieve stat boosts, items, new moves, and awards.

The overworld is similar to earthbound, you and your team go place to place and run across enemies in the field.
In battle you'll find 1 or more enemies of varying types placed across the grid.
You'll assign a tile for each of your members to stand on, a move to use, a direction to face, and a time to use it.
After a bit of planning you start the turn and watch your team act in the order you have given.

Movesets can vary greatly. Some people have weak attacks that send the target flying very far, others have swift attacks the can strike targets multiple times. Some can throw or shoot projectiles. Healers can aoe heal all the people surrounding them in a given turn.
Honestly there's tons of different moves and ways to use them, I'll have to write up a decent explanation for each one.

I really like the idea of moving people around a grid and beating enemies with environmental hazards, like kicking people into the spikes in Dark Messiah.
I'm not sure about the doing direct damage to enemies unless there are modifiers in the environment. Simple things, like fire attacks doing more damage to characters standing in a puddle of oil, or lightning attacks doing more damage to wet enemies.
You've got a good idea here user, and I think that you should focus on the environment, though you might and have all right to disagree. While I'm not a huge fan of some of the aspects (monster girls), the game itself sounds pretty damn good.

All of the characters suffer from varying types of mutations.
You'll come across animals that have grown wings, plants that have multiplied in size, people with misplaced eyes, and many more.
For NPCs this usually means a worthless visual change, but for many of your party members and enemies this gives them new ways to engage in battle.
Not everyone benefits, some receive mutations that make living a chore. Finding the reason for these changes and possibly a way to reverse it is a major plot point.

Common obstacles in grid battles are walls and pits. They come in many forms, like trees, boulders, deep water and cliff edges.
When an enemy is thrown into a wall they'll take damage for colliding and land on the spot. When an enemy is forced into a pit they'll be removed from play until their turn, then they'll be placed to attack with their team.

How are they going to look during play? Are the battles in 2D or in 3D? Top down or some kind of isometric view?

Why not ask the /agdg/ thread? I like the idea as it seems similar to one I have that I pit on hold until I get better coding experience. How much do you know how to code though?

I've always liked the idea of combo supereffective moves (such as water attack to electricity). But I find them boring when they're chosen through menus or are always available (and usually the only moves you'll use due to how powerful they get).
With a focus on the environment to help deliver these combos they become a lot more balanced.
Lets say tossing an enemy into a small puddle will get them wet enough to be susceptible to a harsh shock. Looking around a grid you see that the puddle is near a very thorny bush. Do you risk being damaged by it to damage your foe even more?
This brings in level design, to balance environmental hazards and their damage potential. I've made many maps for many biomes and it's been a challenge to prevent the battle from staying in a corner the whole match.

Are you going to add verticality into the levels? I'm sure you could do stuff with character weights, and have it where it's harder to knock a heavy enemy off a cliff, but it will do more damage to an enemy it falls on.