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Umbreon
Dark type, themed after the moon and night time, dark color scheme.
Best played with a defensive build, that can take some damage while it heals itself or the party, inflicts debuffs on the opponent, or heavily damages very specific opponents directly (but shouldn't be used offensively if it can be helped). Like a Cleric/White Mage.
Espeon
Psychic type (closest thing to Light at the time and arguably to this today), themed after daylight, light color scheme.
Best played as a highly offensive ranged attacker with attack variety that can't take that many (or any) hits, but can easily sweep an entire party if allowed time to set up and it doesn't run into hard counters. Like a Wizard/Black Mage.
I like how they both go directly opposite to their expected gameplay if you applied D&D logic. Do you think this was intentional?
Also, what other D&D-ish mechanics have you spotted? Aside from obvious stuff like the Gen VI starters stuff.