I've been aware of OCW for a while now, but only recently realized they had Japanese course materials (not many videos, mostly just outlines and some simple exercises).
They follow the traditional Genki I > Genki II > Tobira path, though their Tobira coverage is just Kanji afaik.
It's nothing mindblowing, really for the most part the courses are just "read the chapter, now do all the practice and workbook pages over the next week or two, repeat".
Still, I find it kind of useful (if you already have the book) to start from their schedules. It gives a jumping off point for planning out my own self-study.
Combining the textbook/workbook, along with MIT's schedules and exercises, and ToKiniAndy videos to take the place of lectures, feels pretty similar to a class (though obv not quite the same).
Links to individual bits of course content:
Kana
Japanese I (Genki I 1-6 schedule, drills)
Japanese II (Genki I 7-12 schedule, drills)
Japanese III (Genki II 13-18 schedule, drills)
Japanese IV (Genki II 19-23 schedule, drills)
Japanese V (Kanji learning with Tobira 1-5) (videos)
Japanese VI (Kanji learning with Tobira 6-10) (videos)
Don't know about CRPGs in particular, one way or the other. But in general I agree with you op.
If you level up, and it means your stats go up and all your enemies level up and stay at the same balance with you, it's pointless. It still affords a moment of happiness 'cool I levelled up', but in a much less satisfying way.
The point of level up early in RPG video games was, to my knowledge, so that any one with time and patience could beat a game regardless of skill. The idea of level scaling is almost the exact opposite, to remove the advantage of levelling. They cancel out and both player level and enemy level should be removed if that's happening.
That's assuming a 1:1 unversal scaling though, which is rarely the case. In the details it can be tuned to something worthwhile - which enemies scale, how much they scale, etc.
Still, my thought is when games want level scaling, they should consider why. If you want players not to overpower enemies via stats, maybe get rid of the stats (or don't change them on lvl up). Levels can still augment your player with new spells, unique abilities, or more options. Or maybe more carefully consider the placement of enemies and what their default level and stats are set at. Or maybe consider a lower level cap, or a lower range of stat values.
The possibilities are wide open, but level scaling done poorly can make level ups feel like a punishment.