daehawk : seeing your code, it seems like you use many events to do the same thing. Also, the way your events are setup, everything is being evaluated on every single tick. It may cause issues later not only as far as performances are concerned (on lower end devices), but it can also provoke bugs.
I've been taking rest this week, was quite tired. But I'll be sure to continue making commented capx, and start a series about rpg-related systems. I'm launching a website on which I'll publish articles about game design and C2 in the first half of July.
A quick thing about the turns: I use two group of events (playerTurn and enemyTurn) which are being toggled on and off based on the flow of the battle. I'd have to go on everything in greater details, and show some example code to convey the idea properly I think. I'll do this in an article/tutorial.