Initiative is a broken mechanic
As the title says, i think initiative is a totally broken mechanic in this game.
In traditional RPGS (pen&paper) initiative governs when your character can act in a combat round. A high initiative meaned, that you could act before everyone else, which by itself is a pretty big advantage.
In FE a high initiative can lead to you acting multiple times before units with a lower one. How does that make any sense? Everyone should get to act once before a new round starts.
As it currently is implemented, there is no reason at all to not stack intitiative as high as possible.
Why should i equip a -4 initiative maul, when i can have a +3 initative sword, that lets me attack multiple times before the maul user,
decimate his units before he can attack and thus reducing his damage significantly.
This game offers so many choices which are absolutely meaningless. You wouldnt equip an amulett that increases damage by 2 if you can get one that increases init by 2. Also in unit-design. Especially later on, traits like "+3 hit points" do absolutely nothing.