I presume by patterns you mean the moves that have cooldowns. I understand what you mean, but there is likely something more of a deeper issue at play here.
I intend to bring this topic to full in the meeting tonight, but needless to say I feel there are some significant revisions needed for Noemi and Erastus at the very least, if not Kasia as well.
AS SUCH, an analysis of the first two dungeons in general, and what is generally available for/in them, using the data from the compendium (if it is not accurate, then I will address that)
------------------ Disquieted Dumping Grounds
Weapons: Knife (slashing), Sword (slashing), Crossbow (piercing)
Noemi: Flare Shot (fire damage), Flare Shot Crescendo (high fire damage, spends TP and has cooldown), Sleeping(ST sleep), can use knives and swords
Kasia: Power Shot (high damage, high TP cost), Recovery (healing, inflicts Healblock), Rest (haste+regen to self), Intervention (vastly decreases the damage the target will take next), can use crossbows and swords.
Slothful: slow, more physically durable than magically, attacks physically and uses Screech (lowers target SPD)
Unwanted: physically frail, can use Degradation (Disquiet-element magic attack, inflicts damage and lowers SPR).
Verminous: Fast, frail, basic attack inflicts Bleed. Runs away after first turn.
Corpulent: multiphase boss.
-First phase has heavy defense, attacks with physical, Armor Crack(physical that reduces defense), Overhead Smash(physical that causes Stun), uses Amplification (boosts next physical attack).
-Second phase has reduced defense, uses Putrefaction (multitarget magic that inflicts Disquiet damage and bleeding), Degradation (see Unwanted), and Desecration (single-target disquiet-elemental magic attack)
-------------- Thug Hideout
Weapons: as above, plus staves (boosts evade)
Noemi: as above, plus Crescendo Sleeping (as sleep except randotarget, likely to be made into multitarget because of internal complaints of reliability)
Kasia: as above, plus Leg Shot (reduces target evasion)
Erastus: starts with Breather (focus boost, still questioning the inclusion of it), Flare Blast (fire damage, single-target), Fireball (fire damage, multitarget, has cooldown and high cost), Ignition (fire damage and reduces target fire resistance), Searing (Focus skill, inflicts Fire damage and reduces target STR and VIT), and Blasting Spread (Focus skill, attacks 9 random enemies)
Raider: Fast, high-DEX, evasive, and frail. Starts first turn with a multitarget magic attack (randomly picked between fire, ice, and lightning), then uses physicals, Pommel Smash (delays target in addition to damage), and Sand Throw (blinds)
Thrasher: slow enemy with a basic physical and Amplification. Candidate for removal and replacement with something more interesting, as on further observation it is nothing more than a bag of HP.
Smasher: high-defense enemy with Armor Crack (as above) and Throat Strike (inflicts Stun, no damage).
Bandit Captain: "support" enemy with Rallying Call (boosts all enemies' VIT and adds regen) usable on first turn, and Marking Edge (attack that increases the likelihood of target being targeted by other enemies).
Gang Leader: High-physical-offense "boss", may use Bloodletting (attack that also inflicts Bleed) or Rampage (random-target 3-hit attack). Could use some diversification.
Second-in-command: Evasive support/magic "boss", uses Spell Barrier (boosts all elemental resistances), Spark Cluster (high-variance lightning spell), Arc Conduction (random-target 2-hit lightning spell), Cold Snap (cold-elemental spell that delays target), and Shockwave Burst (earth-elemental multi-target spell).
Striker: Evasive support to bosses, uses Bola Throw (reduces target SPD) and Pommel Smash (attack that damages and delays target).
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The core of the problem is, I feel, that we haven't revised the setups to be more interesting for the longer fights that are demanded in the second dungeon and onward. Essentially, for player characters, only Kasia has any truly appreciable ability variety for this second dungeon, with having a physical attack, a self-buff, a heal, a desperate "save" ability, an evade-reducer, and a "finisher" at this point. By comparison:
Noemi: basic physical, fire magic, big fire magic, sleep magic, big sleep magic.
Erastus: basic physical, fire magic, multitarget big fire magic, fire resist reducer, fire magic with added stat reduction, and random-target big fire magic.
Essentially, two of our characters are fairly one-dimensional in their abilities, as a result of having essentially had, as was addressed earlier, skillsets that are fundamentally incomplete versions of much larger skillsets. Which is where Noemi's "rhythm" comes in. Or to be more precise, her lack thereof for the most part, given that she alternates between "damage" and turns where "big damage" is available more often than not, and with long battles, a functionally shallow moveset will become increasingly grating.
Not to say that the enemies aren't to blame. I regrettably didn't stray too far from my original setups where I assumed attrition and short non-boss encounters. Lengthening encounters in the second dungeon is a notable stunt, too, given that increasing numbers one way or another can lead to problems.
...basically, we need to revise Noemi and Erastus' earlygame skillsets, and at the same time revise the bandits in particular. We can keep the Dumping Grounds fights short due to, well...two-person dungeon, you have to make that fast due to the limited number of actions and grating feeling of fighting on and on with only two party members (where have I seen this? Oh, wait, Mystic Quest.)
But the point is that the problem with rhythm can be solved by increasing the depth of skillset available to Noemi (and to me, Erastus as well). To make longer battles more interesting, we're going to have to introduce more abilities to existing enemies, and scrap extraneous enemies to make room for things that have more than a self-buff and a basic physical.