I just noticed there's an empty heart too. I think that also needs to be lighter.
"How" is the hard part and that's why you're the artist, not me xP
Tips to clean up an overgrown HUD:
- Eliminate redundancy:
- You don't need both the class name and the character art, because both communicate the same information.
- You don't need the entire character sprite in the character info box because it's already present in the combat area. You need just enough of it for the player to clearly connect the two. In other words, use portraits or class icons instead of the full sprite.
- You don't need labels for things that are already distinct. You don't need class labels ("Rogue", "Warrior", etc), and you don't need labels for health/energy/attack. Labels are for disambiguation. Clarification (explaining what each thing is) should not be needed, but if it is needed, it belongs in tutorials or tooltips, it should not be an ever-visible HUD element.
- Show only the information the player needs right now:
- Confirmation dialogue should be a pop-up, not an ever-present element. Eliminate confirmation boxes whenever possible. Most of the time, players will just be annoyed by them. For those rare few times when a player is actually not sure about their decision, give them an Undo instead. In Disgaea, for example, you move as soon as you select a tile to move to. If you're not happy with where you are, you can press B to return to your previous position, as long as you haven't done anything else after moving. It's intuitive and doesn't waste the player's time.
- Only show the stats for the currently selected character, as chances are they're the only one the player cares about right now. The stats can show up in a dedicated part of the screen. Since it's just one character at a time, you can show more stats without taking up a lot of room. This will also allow you to have stats for any number of characters on the screen, not just the four you have room for currently! This means players could view (limited) enemy stats and such too, and could play with more than four units. If they have fewer than 4 units, it also means there's no space being wasted on the screen for empty character boxes.
- Unless the character can switch gear on the fly during battle, don't show the current gear on the battle screen. Show only the parts that matter - current attack and defense, and perhaps icons for effects added by gear.
- Condense information that's always visible:
- Put life indicators on the combat map sprites, so that they're visible even when the character isn't selected. For example, maybe their bases can have tiny hearts etched on them that change colour.
- Use bars instead of icons for health and energy. Since the numbers in this game are low, bars should probably be made of equally sized segments instead of being percentage bars.
- Use digits to represent values that don't change throughout battle, like the attack power.
Lastly, it's okay if your HUD floats on top of the action and overlaps some of it. You don't need a frame of stuff, especially if you don't even have enough information to fill that frame (so much dead space around the inventory, map, and turn order!).
Here are some of these suggestions in action:

All that darkened area is now available for showing more of the combat field, allowing the player to see much more of their surroundings at once. Plus, I think it just looks nice, since the combat area tiles are probably going to be prettier and more interesting than the HUD.
I made the inventory slots a little larger to fill the space at the bottom, which created space to put
even more information (hotkeys). The turn order would probably look better similarly expanded, but I got lazy.
The confirmation dialogue could be centered in the dark area rather than on the screen, depending on how you organize the rest of the UI.
If you want more negative space in the character info boxes, you could expand them vertically a little so that they reach the bottom of the screen and move the inventory over to the right (the larger version won't fit, but the original smaller one will). You could also have the turn order or the inventory run along the side or top if you want.
To reiterate,
this is still subpar because the character information doesn't need to be on the screen at all times. With a single, more detailed character info window, this HUD could be rearranged to more compact
and tidier than the somewhat messy layout I have here, and it could be made more symmetrical.