Sabin_Stargem: I very much appreciate treasure radars and counters. Being able to know that an area has been cleared of stuff to find is a time saver.
Some RPGs provide the ability to infinitely avoid enemy encounters. Of course, you would miss out on the experience and drops they could have provided. Extremely useful when you don't feel like fighting through a horde of baddies.
Bravely Default on the 3DS has both of these. You can get a skill with one of the classes which gives you a tally of chests in the current map (so useful, I hate searching every nook and cranny of a map only to find I've got everything ten minutes ago...)
And you can turn encounter rate (and difficulty I think, been a while since I played it now) up and down, so if you're grinding for experience you can play lots of really hard battles or if you're running through an area you've already beaten, half dead or looking for items you can turn them off entirely.
I also love the idea of suspend saves (self deleting when you load) anywhere. I know lots of games don't let you save at will so you can't save in the middle of a boss battle or something when you've beaten their first form and not have to go through the whole battle again (although, I don't see why not...) but if you could at least save and exit and come back to that point if you suddenly had to go do something else that would be great.
Also, I completely agree with the skipping cutscenes thing. Worst thing is they hardly ever tell you what the buttons do during a cutscene, so you have reason to pause and you start pressing random keys to see if you can and then you skip the whole cut scene... or it seems to stop and wait for a button press (as normal non cutscene conversations might) so you press a button and it just skips the whole thing.
I like being able to pause, but also when at the start of a cutscene it shows up what buttons do what (space to pause, escape to skip etc.) briefly so you know what you're doing.