Demon IDing is something I've thought about before, in part because Shin Megami Tensei: Strange Journey does it so it was already close to my mind, so to speak. Of the three styles of IDs, this is the closest to being a good fit I think. But yeah, as you said, this would require the randomization to really have a point though.
Ability ID feels like it could turn out fiddly, and also mean at times. (i.e.: Imagine something like Snuff Out, which the AI won't even try to use until it's highly likely to work.) Partial ability ID would be extra-fiddly: If I did ability ID at all, I'd probably want to go all or nothing on it per ability.
Item ID is a bit awkward for Demon, at least with the current consumables. Demon's consumables weren't really designed with an ID system in mind, because I have found most ID systems for consumables eventually just factor out into metas which seems to defeat the purpose. If I did this one, I'd probably swipe Golden Krone Hotel's system (or at least the system it used when I played it) of having each consumable have 3 possibilities (the 3 possibilities are known as soon as you pick it up), you find out which one it actually is when you use it. If between finding and using, you may be able to eliminate possibilities by disproof. i.e.: If you find a red potion that is either Cure, Rot, or Treeform, but later use a blue potion and it turns out to be Treeform, you would know the red can now only be Cure or Rot.)
ASCII mode...
I've got nothing against ASCII, I grew up on Angband and Moria way back in the day myself.
Still play an ASCII game myself once in awhile, like Halls of Mist. But... I confess I don't wanna spend the time on it, at least right now.
I stare at a Tower that's still missing 10 floors and all sorts of side dungeons, and for that matter, dungeon floors that use probably the most vanilla generation techniques known to humanity.
To say nothing of the remaining systems (such as traits) or systems that need some work (relic upgrades, more interactables.)
Anyway, going back to the main point: ID systems largely require randomization, and I still think I'm going to need more content period for even randomization to be an option... and again, I want to get the main game fully together before I start exploring side quests, even really interesting sounding ones like this.
Your design for how to do it for demons and their abilities is pretty good though.
It would give a way to have some randomization without completely giving up the "schedule" of mechanic introduction that I've set. The mythology may be more flexible than you're thinking, at least in some cases, so more randomization may be possible than you'd think in terms of resistances for example, without breaking that rule.
(e.x.: Raicho would probably always resist Electricity, but nothing says their weaknesses have to be the ones they have now. Zombies have probably had about 4-5 different resistance tables throughout Demon history.
)
Thanks for the feedback.
The things discussed in this topic are definitely intriguing, but In terms of big ticket items, particularly ones with significant ramifications for the entire game, I really want to focus on the main stuff first before taking on new large tasks that go in directions I didn't originally plan for.