REDWALL.
This is 100% perfect for Redwall.
My few bits of feedback on a quick readthrough would be to put the moves that are class-specific in with the classes, rather than scattered throughout the default moves. Stuff that requires Trance Points should go where they are supposed to. Second would be to put the list of herbs (which is an AWESOME idea. These are spells right? Sweeeeet) at the end rather than in the middle. It's a lot of highly specific content that is used rarely, but definitely required.
While it's clear there's a lot of work been done here, the large tables required for constantly (?) varying percentile rolls make me quiver with fear. At the very least, they would need to be printed along with every single character sheet. Messy, but very required.
I would thoroughly recommend having at least a few combat examples being given on the same page, as it was quite a challenge to follow the maths.
My personal opinion (which doesn't mean it's correct) is that percentile dice are excellent for randomly determining loot, location etc. on a d100 table. Combat? Slow, messy, annoying. Just a thought... Oh, and Kick damage being 1/2-1d6+1? Pleas no. 1d6-1. Something. Anything.
That last paragraph was pretty harsh. Overall, I think this game is charming, as you say. I haven't given it a close look as I'm pressed for time, so take everything with a pinch of salt.
EDIT: Herbalists Guidebook is top. Truly excellent. I don't exactly have a full grasp on the herb system, but if I was playing, I would most definitely be the party member wandering around at the back, diligently notating every herb, getting poisoned a bunch, then dumping some toxic concoction on the BBEG so I can get back to work. Keep it up.