Yeah, I agree with all of that.
I quite enjoyed it in it's early form but the backwards difficulty progression, bad consumables, and the near-total lack of ever finding reasons to actually change weapons (not to mention the lack of weapons actually appearing in the freaking weapons shop) irritated the heck outta me.
And of course, the broken rooms.... ugh. I cant believe I let those get that bad.
But with all of that stuff fixed it's sooooooo much better.
Hard mode also isn't a bloody disaster anymore. I remember seeing even just in Managarmr's "fail" video, where he ran into broken rooms over and over again (I think most didn't actually recognize them as "broken", but instead just thought they were supposed to be hard like that), and it just... ugh. Worse than watching the damn Warden find new ways to break down.
Though I'm going to be interested to see what happens when people hit floors 6 and 7. Most late-game-only enemies are entirely designed by me, and then after that I'm typically the one doing enemy balance to start with... so I wonder if some parts of the final couple of levels might end up being a bit too much.
If anyone finds that to be the case, of course, they can just let me know. ....that doesn't necessarily mean I'll actually CHANGE anything, I might just laugh, but still, they can let me know.
I personally am pretty pleased with the enemy balance right now though. And I think it then also meshes well with weapon balance.
The ONE thing that kinda stands out and bothers me at this point is that there aren't actually enough sacrifice room items. If you do get to the later floors, the sacrifice room typically becomes empty and useless (like, literally empty, with nothing inside it) at floor 6, because the game has already spawned every item in that pool. That's a bit of an issue and also means the selection is a bit too limited. I'd like to see that expanded so the sacrifice room mechanic is actually relevant through the entire game, not just in the earlier sections.