I don't think I'll be able to play for a few days, so I might as well write the feedback I got so far.
-First impressions for the new icons:
Spoiler for Hiden:
Great:
Savings Interest, Loot sense, All in the wrist, Shard Splitter, Hydration drink, Retail Therapy, Fight or Flight, Time Freeze (Item).
Fine:
Plasma Punisher Module, Telekinetic Repulsor Module, Missile Salvager, Bloody Rage, Big Game Hunter, Defense Orbital, Large Missile Pack.
Not so great:
Haste (why a door?), Improved/Enhanced/Advanced Warheads (rocket tail clash with the rest of the image), Energy Transfer (X over a chunk of metal? Hard to tell what it is), MapMaster (Out to lunch).
-Miniboss rewards: Very nice to get loot from those but aren't they a bit overboard at the moment? I got Torpedo Cannon, golden missile launcher and Turbo Blasters from them. Getting some top tier stuff like that from some minor encounter (as early as Floor 3 in some cases) is a bit much I think. Are they supposed to follow the floor index or do they have a static pool of items?
-Deep Blue mech: Typo, "maxmimum energy".
-All in the wrist perk: Didn't work with Flametank's starter flamer.
-Harmony sac item: Wasn't that one branded for removal? The effect didn't change, judging from the description.
-Conductive Hull item: Description is outdated, +80 -> +60 energy
-Gravity Cannon secondary: The repel effect on mech is too long. For the first 1 or 2 seconds it's great to protect against the initial activation of the weapon, but 4 seconds just make you nearly untouchable for way too long and make the mini blackhole almost irrelevant.
-FlakLauncher enemy: HP feels off compare to other non-boss enemies. I ended up killing the rest of the room and then just sat there, shooting at it for a long time.
-Terminus Core helpers: HP again. These guys felt like they still played by the previous rules where you're expected to have 300% bonus damage at that point. Even with my overcrit maniac machine, it took forever to kill even one of them.
-Room END_FreeLockedChest2: If you casually walk into that room from one side, you appear on spikes with no chance to react. Very unfair.
-RocketMan item: Tiny Transport impact damage doesn't count for losing the effect?
-Modules: I fully support the integration of certain modules into the Defensive shop. That'll give a good reason to visit it even if you're not planning on spending on extra HP.
-Anklebitters: Those are among my favorite enemies and I'm very happy that they're back in the game officially. They do seem less threatening for some reason. What changed about them?
I could go on and on about how much I love all the new content, the countless nice little touches and changes you guys made, but I'm thinking that wouldn't be very useful feedback. But still, I wanted to mention how ecstatic I am about this entire update. It's awesome!
This is it...for now.