I thought FVII's system was limited compared to 6. Materia is essentially the same as Magicite, yet it's a crafting system instead of a character growth system. There were no classes and no critical differences between characters outside of Limit Breaks, meaning that there is no reason to choose one character to hold certain materia over the others. Since, along with that, Materia is swappable and not permanent, you don't have to make any hard decisions about who has what according to their strengths and weaknesses. In general in FF6, unless you wanted to spend a lot of time grinding, you would attach Espers to appropriate characters, like giving high MP characters like Celes most of the elemental spells and/or summons, while in 7 everyone has similar MP pools by default. If you weren't careful, you could find that you wasted time leveling skills that were not the best fit for your class, or that that time could have been used getting those skills sooner for characters that could make better use of them. You could also decide to either boost the characters' key strengths further or shore up their weaknesses. The classes and Relics add even more layers to your party configuration.
IMO, 7's battle system was like going back to FF1, after the richness that 5 (job system) and 6. offered. It felt very primitive and shallow.