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The differences (QoLs and style aside) are promarily more in what dungeons, item, mechanics and monsters are available.
For example, Shiren 5 has a day and night system and weapons that improve if you keep using them.
Shiren 6 has things like a bunch of different playable characters (some of which are dlc-only), a special state when you increase your fullness etc.
In Shiren 6 leveling up is always a good thing. Your HP regen won’t decrease as you level up.
The enemy balance is off (horrabits).
The gimmick (day/night) while stronger than some of 6’s gimmicks is not well liked and most players I talk to including myself prefer day only dungeons, as night gameplay is quite boring and monotonous.
The equipment EXP system you’re talking about is one of 5’s less good systems. It heavily encourages using one sword and shield throughout a run and farming floors for a long time, and discourages swapping off of a sword or shield you’ve been using for a while because you’ll waste all the equip EXP.
Saying 6 is a step backwards from 5 is misguided, to put it lightly.
Overcomplicated and bloated systems were streamlined, and the focus of the game was directed towards its core and away from gimmicks.
Definitely in that boat here. The Day/Night system was easily the worst part of Shiren 5, I'm happy it's gone. Once I unlocked Day-only dungeons I basically never touched Night dungeons ever again, which was a sizable number of dungeons.
The way I see Shiren 6 is that it's effectively a return to the more traditional literally Rogue-like systems of the original Mystery Dungeon/Shiren games (going back to their Dragon Quest spinoff in the SNES days, Torneko no Daibouken). A lot of the gimmicks they added over the years and were in Shiren 5 are gone. They weren't all that good to begin with.
And then the quality of life....the UI is better, the tutorials are better, the regeneration mechanic is in an amazing spot, just everything is better. Including the jerk enemies, they're better jerks.