Coincidentally, I also just finished a Redshift run (first non-cheese win on the new normal (though Redshift is really a sort of cheese)!). My starting present was the air sniper rifle, so I did a total sniper run. I got every critical hit booster I could to add to the air rifle's 30% critical hit chance, so it ended up with like 80% - and the only sacrifice item I got was overcritical, of course
Terminus was a cakewalk, but he at least got to go through all his phases (only 5 - 10 seconds each though). The 6th floor boss fight with Valor lasted less than 10 seconds, which seemed surprisingly short, even with all my boosts. He might need a health boost.
Other thoughts:
I think there are 3 face ripper variants, but 2 of them just rush you and die like normal, while the other spawns 2 copies on death, and those then spawn 3 copies on death. It seems like this ability should be present in all variants, and just the intensity of it varies with the variants (like, Green Facerippers spawn a single copy when they die, and Brown Facerippers spawn a single copy, which then spawns 2 copies).
The Split Cannon has longer range than the Precision Railgun. As the Precision Railgun is the textbook long range sniper weapon, this seems odd to me. Would increasing the Precision Railgun's range make Redshift too OP?
Is it intentional for some of the glass blocks to drop nothing? I've noticed it a bit on other runs, but this time it seemed worse (10%, maybe?)
The secret room still seems to need some better items. Most of the time I went in there, I didn't bother picking up anything :/ I think only
really good weapons and modules should be included, because if the RNG gifted you with good weapons already, you'll often be leaving the room empty handed . . . What about adding all the familiars to the secret room item list? Many of them are really awesome - and even with the meh ones, since they can stack you don't have to give anything else up to take them. Or just limit the items to Divine Purpose and Time Machine, that would work too
Speaking of really good modules, I had the TK module for 90% of my run, and it seems as awesome as the description says, if not more so. Didn't notice any problems with it.
The perk choices for level 11 (I think) where there was one that slowed down enemies and bullets a significant amount, and one that gave you a 75% chance of surviving a fatal blow, seemed very well balanced. I spent a long time agonizing over that decision
There was another perk with the same Small Hull Reinforcements issue I mentioned with White Gloss. Would fixing one fix the other, or are they defined separately?
While I was able to run away at the very end, the difficulty overall seemed pretty consistent. Mission Accomplished! \O/