Are the numbers on the health bars necessary? I think they should be readable enough on their own.
If the numbers will always be very low (under 50, perhaps), you could also have the health bars made of segments that each represent 1 HP, and the bars would be longer with more HP.
I think I'd organize the UI a bit more like a fighting game:
Player's HP in the top left, enemy's HP in the top right. This could work with fixed-width bars and with bars that grow based on the HP, which would grow towards the center.
I'd keep the bar styles similar aside from colours, there's no need for them to be complex. The skull on your current enemy bar feels too grimdark for the rest of the game. Having the portraits there isn't necessary, but could serve as an additional disambiguator.
I think the energy bars should be sized in such a way that there is always enough room to have the ability icons lined up on them witohut having to have the staggering. If the HP is up top, you could have the energy bars either running down the sides (vertically), or down below like the energy bars in that fighting game example. If you have anything at the bottom like that, make sure the walking area is always higher than that, so that the bars don't overlap the action.
Also, I think the available abilities should either flash gently, or the unavailable abilities should be somehow faded out (e.g. monochrome) just for some extra clarity.
The prompt and options being in the middle is good and the controller button prompts are good, but I don't like how much the prompt recedes. I didn't even notice it at first. Is the book necessary? Maybe have something like a horizontal scroll that's the same or a similar colour as the options, with just the prompt on it, no other distracting elements. The whole thing could even be a single + shape instead of five separate elements, to avoid background elements cluttering it up in the gaps. I'd also change the font on the prompt to something more like the options, solid black and a little handwritten-looking.