To be honestI dont find the command style much better than kh2 on the matter because in the end its still just a matter of dodging until your little gauge refills.
The idea of a physical gauge sounds interesting so long as it doesn't give out after just three combos.
Personally I think they were going in the right direction with days panel system.You could only spam as much magic as you had equipped making it by far the least broken method of them all. The only problem is they ruined the system in days by introducing level panels which took up most of your panel space.
I think a revised panel system lacking level panels combined with your attack gauge would be a good unbroken system.
I didn't actually declare the command deck system from BBS/Coded/DDD as
better, just as having a bit more variety because the abilities other than physical attacks are not tied to just
one gauge. It's an improvement over KH 1's system (where combo-finishers and extra abilities like Strike Raid cost
also MP, depleting from the same source that should be reserve for magic) or KH 2's which is easily the most broken of all the battle systems the series had so far and made me more than once wonder why some people keep on to praise KH 2's battle system.
To me personally, KH 2 easily has the
worst battle system out of all entries in the series so far.
I'd say how fast such a gauge for physical attacks would deplete (and how many combos you can pull off with one filled gauge) would depend on length of the combo and the equipped finisher as well. Of course, if you implement such a feature you would also have to think about items to refill the gauge faster (or instantly) like i.e. energy drinks and possibly a new stat (stamina) which influences the overall length of the gauge as well as how much of the gauge is depleted for which attack. This would then of course also be affected by level ups and they could even implement side quests that earn the players awards in form of ability-upgrades which can be applied in order to make attacks consume less stamina (as the character becomes more proficient in performing certain attacks and his/her stamina increases, it should be easier to perform).
The main problem with the Panel-system in Days however also remains in that if you use up all your magic (or do not even take any with you), the gameplay again comes to only mashing buttons for normal attacks occassionally interrupted by one other button to perform an alternate combo, much like one button in KH 2 is used to start a reaction command. Not counting Birth by Sleep and possibly DDD, playing a mostly magic oriented character requires much more micro management and is often less effective than just mashing everything to death.
CoM's card system is in this case actually the most "unbroken" because you have to perform physical attacks the same way as magic: With cards. You cannot "button mash" and string physical attacks together like crazy if you have not enough attack cards equipped.
I only noticed this recently because I played KH HD 1.5 in turns with Dynasty Warriors 8, which is admittedly a total button masher where story only plays second role, but it does not try to be anything else. The KH series though, when looking overall, does not feel to be much different in terms of the battle system except that the amount of enemies on-screen is vastly lower, you have most time only one playable character (three in BBS, two in CoM and DDD, DW 8 has
77) and a bigger variety of attacks (which either do not need to be used because you can just mash everything to pieces or cannot be used enough because they're tied to just one gauge).
While that's true, in my personal opinion button-mashing in KH1 was still more bearable than in KH2. Combo attacks were still not as elaborate and certainly less powerful compared to those in KH2 (with which you can practically take out a whole bar of a boss' HP).
I wholeheartly agree with that. In terms of actual diverse playability, KH 2 was
not an improvement over KH 1's system. They're both button-mashy, but KH 2 even more which gets also mixed with over-the-top Hollywood flashiness and countless gimmicks that make an easy game even easier.
Note though that all I am saying about KH 2 here pertains solely to the original KH 2. I have read that KH 2 Final Mix actually has quite some improvements (not counting the overpowered mess that is Limit Form) and I am actually somewhat looking forward to when KH HD 2.5 comes out if I will like KH 2 FM's way of using the battle system better than the one of the original KH 2.