Preface: So, this is a sort of cross-disciplinary question that combines RPGs, game development, and User Experience. I have previously asked this question on the gamedev stack exchange and I received a suggestion that this stack may be a better fit for my question. If this is still felt to be in the wrong stack, please feel free to move it. Anyways, to my question.
I am creating a small scale JRPG as a personal game project - think Dragon Warrior I from the Princess' perspective, with her also being the hero who will defeat the Big Bad. On the field view of the game, I provide the ability to open the game's Main Menu...
Most JRPGs - in fact, I'm pretty sure starting with the first Dragon Warrior - provided some set of 'field magic'. 'Field magic' are abilities that you can use in the field - the most common are healing spells such as Cure/Cura/Curaga/Curaja from the Final Fantasy franchise, but there other cases exist, like Return from Dragon Warrior, or Strength from Pokemon, which are abilities that either provide mobility (Return allows you to return to any previously-visited city), or provide additional map capabilities (Strength allows you to kick boulders one tile in the direction that you are facing.)
In this game, I will not be allowing menu-activated abilities from the map, but I'm well aware that there is a precedent for allowing the player to see all abilities that they have acquired through the course of the game, even if they're in a context where they can't use them (for instance, being on some field, and not in a battle encounter.)
Question: in this particular case, is it absolutely necessary that I include the ability to review what abilities a protagonist has? Or, is it OK to leave the presentation of combat abilities to the game's combat state?