I think the effectiveness of the strafing tactic undermines the whole RPG / character building aspect of the game. Crabs, ogres.. they all go down without ever even getting to attack you. Defensive abilities and stats become meaningless. I think there's a lot of room for improvement here.
Suggestions: [edited to sound less extreme]
- Add rules of engagement. If you strafe away from a monster or turn your back to it, it has a chance of getting a free attack at you, depending on its speed and agility. (There could be skills to increase Evasion bonus against movement provoked attacks, or skills that let you strafe safely). Extensive circle strafing would still be highly effective and reward manual skill, but not deny the monsters 100% of their attacks.
- Add a short delay or build-up to attacks so you have to stay in the square longer when attacking. Daggers could have less/no delay so Rogues could still feel like ninjas. The delay could also help make weapons feel different - slow heavy hitting vs. small and fast. (i.e. click on Great Hammer.. build up sound effect plays.. 2 seconds later the attack lands with a massive thud)
- Prevent moving completely under certain circumstances (say, someone is grabbed by a tentacle). Or have the incapacitated party member be auto-killed if the rest of the party flees instead of helps.
- Give some large monsters the ability to sweep attack across all 3 squares in front of them.
- Have some monsters attack so fast you have no time to strafe
- Make charging monsters a bit smarter