Vim's size can vary considerably based on how it's compiled. A minimal build might be a few hundred kilobytes, while a full-featured build with a GUI might be several megabytes. The CLI version is a bit smaller than micro though.
Micro is a relatively newer editor compared to Vim and Nano. Its binary, which includes all its dependencies, is larger than Nano but smaller than a fully-featured Vim. It's typically around 15-20 MB.
Nano is lightweight and typically comes pre-installed on many Linux distributions. The binary size is usually less than 1 MB.
Oh, I have just the things for you, as I tried every Linux drawing application under the sun a few years ago!
MyPaint has an infinite canvas and is perfect for drawing, you can use GIMP brushes with it as well.
Krita technically has an infinite canvas and you can go to Image → Trim to Current Layer to enlarge the layer when you paint outwards. If you feel like you're constrained by a small canvas just allocate a very very large size like 40000x40000px and/or zoom inwards a little.
The difference between the two is that with Krita you can paint vectors and use brushes with them, meaning you don't lose resolution if you're zoomed in but are constrained to mathematical smoothing.
With MyPaint you can draw more effectively like you would on a real life infinite canvas and its feature set is deliberately kept very small to support your creativity by constraint.
Try both and see which one works better for you. For me it's actually both, but MyPaint for digital charcoal, graffiti and sketching and Krita for applications like logo design and digital paintings.
It's important to note that while both applications support other formats (like PSD for Krita), OpenRaster (.ora) is the primary format with layers that is mutually supported by both. If you're working between MyPaint and Krita, I recommend to use the ORA format to ensure that your layers are preserved when transferring between the two applications.
SMT and its spin-offs like the Persona series are known for turn-based combat systems that emphasize strategy, exploiting enemy weaknesses, and team composition. Some suggestions:
Persona: especially Persona 3 onwards offers a mix of life simulation with combat that's similar to SMT.
Etrian Odyssey: dungeon crawlers where you map out dungeons as you explore.
Octopath Traveler: "2.5D" art style from Square Enix.
Digital Devil Saga 1 & 2: spin-offs of the SMT series (have you played them already?).
The Legend of Heroes: Trails: combat system with positioning on a grid.
Divinity: Original Sin 2: Western RPG, but its combat system is deeply strategic. You can use the environment and elemental interactions.
Darkest Dungeon: challenging roguelike that focuses on stress and psychological trauma.
Fire Emblem: TRPGs where you move units around a battlefield on a grid. The combat is more about positioning.
Bravely Default and Bravely Second: characters can "Brave" to take multiple actions or "Default" to defend and save actions for later turns.
Final Fantasy X: You can reorder actions in battle. I always found this annoying but you seem to like it.
These RPGs vary in their execution, but might give you a similar satisfaction to what you've found in the SMT series.
Nice, a Willy Wonka miscarriage