The main thing I could see tripping people up is the fact that you need to switch between ranged and melee weapons depending on the enemy's position relative to you; as that becomes necessary in the very first fight. If you don't figure it out, you'll be forced to sit around and wait for the enemies' attacks to end while you're helpless to do anything. Each character also has unique techs whose effects don't become obvious until you use them once (or read the instruction manual, I assume).
I like the attacks on fortresses and how they have catapults and archers who try to take you down as you attempt to take them over, and how you have to gradually re-fortify them after you've broken down the gates.
You also have to upgrade your weapons and armor by leaving them with a smith who shows up in the second chapter. He takes them for a set number of turns, and you have a limited number of resources to use towards upgrading them which you find more of as you progress.
In the end, it's super simplistic and very forgiving for a Strategy RPG, but it feels kind of refreshing to me. I like simplistic. It's closer to an Arc the Lad than a Final Fantasy Tactics. I love both, but sometimes you just want to enjoy strategy without a whole bunch of micro-management.
If the mood strikes me, I may write up a very simple walkthrough for it detailing the menus and covering the plot. I'd like to say it'd be fun to translate entirely, but there's honestly more voiced dialogue than there is text, so it would really need a dub to make any sense.