WA5 is like a marriage of a bunch of ideas that WA3 and WA4 had, except they weren't implemented as well in either, so it falls into an uncomfortable middle ground of both. I don't think the game is that bad, but as far as gameplay concerns go, they didn't think things over as much as either game.
Playing WA4 and then starting a WA5 file shortly after (that I really should get back too), the differences are immediately apparent; kind of hard to overlook how Move+Act becoming a standard completely changes things.
I will give WA5 one thing on gameplay: They did allow for a variety of hex formations. They don't limit themselves to the perfect Hexagon shape that WA4 used, so the game mixing things up in that regard is kind of neat.
THAT SAID, onto a game completely unlike Wild ARMs outside of the dungeon crawling and puzzles! ...ok, maybe it's got more in common with Wild ARMs than I thought...
Pandora's Tower: Big Flaming Tower of DOOM!!!! #2 beaten. Hey look, Elena's becoming a psychopath! Are we actually having something that resembles plot development? I sure hope so! Only took about 75% of the game of doing the EXACT SAME THING EVERYTIME!
...ok, there are Elena dream sequences, except that they make little sense right now. I'm sure they're intended too until the last one where the game goes "AND THIS IS WHY THEY ARE IMPORTANT!" which I wouldn't mind if the game had notable plot other than "Aeron is a really damn dedicated Boyfriend."