This is a good topic. I'll toss my two-cents in.
The first "Dragging" part would be early-on, when you don't have any enchants and you have to get some. You're basically stuck grinding for them, no matter what. Sure, you can get some through missions or caving, but most of the time, you have to either grind buildings, grind killing enemies (For consciousness shards), or grind Pyramids. I know a lot of people like to explore to find the enchants, and I do too...
But I just find the current system really tedious. Having to go through almost every inch of a Maze Room to get enchants is maddening, and finding only 1 or 2 enchant containers in a Stash is a real bummer too. Maybe make stashes drop full Enchant containers and maybe have Maze rooms have 2-3 full containers hidden in there somewhere instead of a crapton of little ones.
The second is trying to get the "Right" enchantment. In one of my games, I've been looking for a Conserving Mind enchantment for AGES and I haven't found one. I'm using Right-Arm Seeker and buying Right Arm enchants left and right and simply not getting one. So it's basically turned into a "Grind for what you need" situation. I like the random nature of the enchants and such, but there should be some sort of way to get a more specific one somehow.
I'd purpose an "Enchant Trade" system, where you can trade in several enchants of the same slot and get to choose a replacement. For example, trade in 10 Right Arm Enchants and you get to choose from a list of Right Arm Enchants, even rare ones. The quality of what you get would still be random, but you'd know what type of right-arm enchant it was. You could do this for any slot, potentially. It would allow some nice customization and some choices. Do I want to use Leg Seeker and get a bunch of potentially useless enchants so I can trade a dozen of them for a Triple Jump? Or do I want to not use the Leg Seeker and hope I get a good enchant for another body part?
The third is the Lieutenants. By the time I'm ready to face them, I'm usually ready to face all three AND the overlord in quick succession. And that makes me realize how repetitive it is to go through 3 "Evil Outpost" towers that are almost the same and fight 3 Lieutenants that are also very, very similar.
And in return, you get ONE enchant for it. Nothing else. The wind doesn't get weaker, you get no resources, nothing. There is almost literally no incentive to kill a Lieutenant other than to eventually kill the Overlord. IMO, it's a pretty big weak point in the game.
The last one is the repetitiveness of going to a new continent. Sure, there's new stuff. But you end up doing mostly the exact same things. Rescue survivors. Build Wind Shelters. Tier up spells. Kill Lieutenants. Kill Overlord. Move on. There isn't much variety to this, unfortunately, and it makes each new continent feel like just more work than something rewarding.
And being able to bring your Enchants to the new continent makes things really awkward in the early Tiers. Triple Jumping around with 60% detection reduction, 50% Mana Cost Reduction and a 60% Cooldown Rate reduction during Tier 1 makes the entire Tier almost pointless.
Once you have some good enchants, your character is basically "Maxed out" already, and you're just going through the above steps to kill the overlord again.