I really like winkio's idea regarding action order, and think we should definitely implement that.
As for your ideas with the cursor and charge attacks, I like them, but, like you mentioned, they might make quick random battles seem longer than necessary and tedious. A few solutions would be to either have them only apply to certain attacks, be able to disable them (speeding up battles, but taking away the potential for any bonus damage and just giving a fairly average amount for every hit,) or to just make sure the battles flow very quickly so the mechanics don't seem so bad - this could be done by having very little time in between attacks, or even going slightly FFX-2 style and having attacks be able to happen at the same time if the user mashes the button quickly enough.
I'm partial to either my second or third idea. The second would be fairly easy to implement; the third might be more difficult, but it would make battles seem very fast paced and exciting.
Another possibility would be to implement more than one of these ideas or, of course, come up with something else entirely.
One other things we could implement that might be interesting would be applying more than one type of action-event (the cursor thing, or the charging attacks,) and having it be different either for different characters, or for different weapon types. One problem with that is we would have to come up with a variety of different action-events and, perhaps an even bigger issue, code them all up. So, it might be best to just stick to one. I figured I'd at least throw the idea out there, however.