Mmm…. I continued working in the engine, and discovered a way to allow a UI implementation to execute abstract Actions, picking parameters from the perception of the PC. This allows the engine to continue being generic for different kind of RLs.
Yes, I know I said that I would no longer be following the generic approach, but it just worked without even thinking about it; I needed my UI to allow parametrized keybinding of Actions, and as any Action of my game can be assigned to a key, why not let any Action from any game be assigned to a key?
However, I won’t stray from the path of developing my own game, but I can’t close the doors for a generic approach when it will be of use for my game too.