Overworld movement is an idea, one of the things that Darkest Dungeon lacks is proper choice in how to approach a dungeon but idk if it's necessary to have move points and turns, a simpler system where the player moves somewhere and maybe triggers an encounter or doesn't would be better. Similarly let player use their items whenever.
When it comes to combat there's really no reason to split normal attack and skills and there's no real reason to have an MP system (although there's no real harm in it if balanced properly with ways to rest). I don't want to just point at Darkest Dungeon and tell you "do that instead" but it's undeniable that your game is taking inspiration from it and that game does things the way it does for a reason. Sometimes less is better and unnecessary submenus that lead to one single attack actions are never better.
Cool looking game though, I wish the gameplay would be more interesting but I'm looking forward to seeing how it evolves.