Here's some feedback and suggestions before the weekend begins:
-Trickshot secondary: Tricky to use (pretty fitting considering the name), but worth having. Failure rate isn't too bad after all.
-Turrets: Sorry to insist on that one but a turret beeping when it's okay, is like a smoke detector beeping when there's nothing wrong. (3+ turrets at the same time gets very annoying) I would recommend making the turret's death sound more noticeable instead and getting rid of the beeping altogether and toning down the "taking damage" sounds so they don't cover the death sfx.
-2-Way Missile Module: I like the change of making them on-impact. They do destroy your scrap shields though. Is that intended?
-RPG secondary: Energy cost is a bit too cheap for such a badass weapon with bullet cancelling.
-Alpha Slugger (Shockgun?) secondary: Energy cost seems a bit low.
-Meteor Hammer Module: Awesome name. Magnetic Offense makes it a near-unlimited attack combo.
-Meteor Storm consumable: Instead of the usual chaotic storm, it only shoots a quick string of meteors in one direction and stops.
-Discount sac items: I willingly grabbed one in a Penumbra run, so definitely worth it now.
-Skeleton key: Can only use once on key blocks. After that the "1" key is spent and key blocks cannot be opened until another key is acquired. Other locks will still open normally though.
-Penumbra mech: With the cleaned up perk selection, this one feels great to play.
-Warhog mech: Is the starter shotgun a lot more sparkly and smokey than before?
-Eyelet Lair (challenge room): Center eyelet hard to hit with Roulette mech starting main weapon. I gave up after several minutes.
-Meridian & Rive bosses still share 2nd phase pattern.
-Pandemonium boss: If you ever wondered what Centrifuge would be like on a breezy day, now's your chance to find out! (Weird in a good way, fun to fight and not too tough on normal. Was a bit taken aback by the hitbox though)
-Burst guard enemy: The upgrade on those old enemies really surprised me, which is good.
-Charger enemy: Still think the tentacles length on those things and their turning speed especially is too much. The Charger challenge room reminded me how frustrating they are.
-SpecialFX panels: New appearances and sounds make it clear which is good or bad. Many thanks for that.
-Energy recharge panel visual/sound effect stayed forever on mech. -see attached bug report save-
-Missing health shards in rooms
CMP_regeneratingBlocks2x
CMP_Mines3x
X1_Craig_SecretStash
D18_Cake
-Missing travelporter in rooms
D18_WeaponsPipe
D18_Chalice
-X1_Craig_Treasury room: Could the cost and reward be toned down slightly to make it more accessible? (4 keys with less credits or 3 keys with less chests and credits?)
-D18_IsolatedWarp (Secret room): Cool concept, but requiring backtracking and only offering a single item choice is a bit harsh in my opinion. Would love to see the concept used in some regular rooms too, with hidden sections.
-MotherLode (Secret room): Didn't expect that. Really like it.
And done. I'm having even more fun than before with this build, so that's a good sign.