Yep, what Zharmad said is the case.
If you go and play other procedural games, like Isaac or Our Darker Purpose or any one of them (there's tons!) they all pretty much have this same issue going on with environments. The sorts of things you're mentioning are more like "set pieces", things that are designed to add something to very specific areas only, which just doesnt work in a game like this. There's just too many rooms and too much complexity within them.
It's not just overhead games of this type either; MOST procedural games of any genre have it. It's very, very hard to avoid. And often when the developers do manage to avoid it, it's at the cost of other gameplay elements. That, is something we'd seriously like to avoid.
To a point, it's also just a limitation on how much art can be made; the game has had a very short development time actually, and art takes alot of time to make. With all of the different tiles, backgrounds, blocks, items, enemies, and all of that.... there's a ton of stuff there. And hell, even just the bullets; I think there's about 600 different ones available, if I recall correctly. Even just art for ships; there's a TON of it. Not even remotely close to all of it has appeared in game. There's sooooooo many. Since ships are the mobile entities that you interact with, and the things that produce most of the challenge in the game, they get alot of focus.
What do you mean by "jarring around with the keyboard" though? If you're finding a control issue, we'd really like to know more about it, it'd really help alot actually. Any details at all that you could provide would be very useful!
And dont worry about giving negative feedback, seriously. Say whatever you mean. You cant be more negative than I am for that matter, and I'm one of the ones working on this. All feedback, good and bad, is important and can help more than you'd think. It doesnt help us to hear only positive things, when there's issues that are adding negative aspects to it.