Waaaay too much of this chapter is breaking down how this battle game thing works. The author is falling deep into the trap that gets a lot of these RPG mechanic isekais: They get so far up their own ass about their invented gameplay tropes and mechanic overviews that it stops being a story and just starts being them furiously masturbating over the video game that they really want to design but can't because they learned to draw instead of code.
I wanted to say something similar, albeit mine was less harsh:
It's clear that the author had something in mind, but it is utterly impossible to convey it in a story, without also info-dumping. And very few people appreciate info dumping, and even then, it depends on context.
You can't convince people a story is fun to read by explaining the fun to them. You need to show how it plays out, and that the "how it plays out" is actually cool and fun.
The concept of gladiators was popular, amongst other things, is because it's easy to understand. You can't convince your audience that your idea is really fucking cool by info dumping about it, you need to show it.
And this shit ain't it.