I would like your take on Origin feats
https://www.dndbeyond.com/forums/d-d-beyond-general/general-discussion/202287-origin-feats-for-2024-first-impressions?srsltid=AfmBOorXWYvR-LFSabqpHIxV50DUNDAaGvlfnBdJChzLQjzqbDz5FkwcAre they something we should incorporate? I believe we have similar homebrew things for each of the players, but I'm willing to entertain these in the sense that I feel like several apply to you.
Yulya - Healer
Cat - Tough or Savage Attacker
Alice - Tavern Brawler, name aside, the unarmed attack bonus feels right to me.
I don't think Ashley needs any more buffs.
The point is not that you are not strong enough, the point is these situational feats and buffs make for a potentially richer experience. Like giving Alice more incentive to use unarmed, making the healer's kit actually useful for Yulya as an action, and I do strongly believe Cat needs as many buffs as possible since she's the tank and needs to be able to effectively tank but also not be bored with her options. Alice has a lot of versatility and options, Yulya has the entirety of all Cleric spells both canon and expanded, and Ashley's not complaining about her options, she says it "feels like the right amount of things to do."
I also want to reiterate here the other potential actions you can take during a fight, and expanding that with other game systems' ideas.
Many of these can be done as a bonus action, move action, reaction or use action so they just add to your tactics and options.
Delay: Save your turn, do nothing and take two turns next round
Aid: Help someone nearby, giving them advantage by distracting their enemy,
Fighting Dirty: Temporary status effects, blindness from pocket sand in the eyes, disarm, grapple, trip, shove, marbles, taunt, insult
Tumble through: Using Acrobatics skill check, there's a chance that no opportunity attacks occur.
Athletics: Long jump, High Jump potentially further with a roll an action
Create a diversion using Deception.
Treat poison with the healer's kit and medicine check.
Command an animal (int less than 7) with either intimidation, animal handling or nature check
Defend an ally by sharing your shield
Turtle up: huddle with two shielded individuals to prevent ranged attacks on both
Anything else you can think of. This is where your mind should be going when you otherwise have nothing to do in combat, it will make combat more effective and potentially more exciting. Alice has shown some good initiative at coming up with unique strategies, some of which I didn't like but eventually adapted to and relented on, my favorite now that I initially balked at was the carriage stunt with the noble and his trader at the fork to the Triboar trail, the infamous team-work intensive strategy that turned their own carriage against them. I would even say the combination of everyone's actions, Yulya's distraction, Ashley's wasp strike, Cat's chain break with Alice's idea and support made what could have been a very dangerous encounter trivial. It required a lot of rolls in your favor to pull off but it was worth the effort. These are the memories I will cherish from this experience.