Firstly, good coding, and readability. The UI is clean and easy to navigate. The battles however were not. I found myself quickly bored with the amount of missing and dodging. My personal perspective is that no RPG should have missing or dodging as it just prolongs game time without adding much. I'd rather deal 1 damage than 0 damage especially for multiple turns in a row.
XCOM uses a system where every time you miss the dice roll nudges a little to favor the player. I don't know if that's implemented but it should be as I probably hit once out of 8 attempts which needless say isn't fun.
I also wouldn't have minded some more flavor text tied with the battles. Seemed to be just a number crunching exercise but with some of the numbers invisible. I actually initially conceived of a similar system for my game Mercenary but my approach was on story telling and not on combat. That is, you'd pick weapons, and the writing would change to reflect what weapon loadout you had. I quickly realized this becomes an astronomical amount of work so I understand why you avoided too much of that.
I didn't test it but seemingly you can pick strange combinations like archery and swords. In my original concept for a system, I divided weapons by how many hands they used and would block off illogical combinations. It's up to you if you wanted to consider that but it's something I did.
Ultimately, a neat system you made. Just not any fun for me due to lack of story. Feels like it could use some fun writing to wrap around the package.