Beat it once, I think (it said I would continue with the current character sans gold, but I didn't actually get to do that).
I like the current Log-scale health bar system. If there was a numeric version I would probably use that instead because of the tactical advantage, but I prefer the current system because learning to guess the remaining health based on the shown bars is fun. It would also be cool if the base for the log graph itself increased each bar so that higher bars are increasingly unresponsive, so then you could have an enemy where fully half its health is hidden is a sliver of a health bar and it looks like you aren't making progress until you push through and then you only have another 50% hp to deal or so. I wouldn't want a sliver of health to be more than 50% of max hp, though, or it would be less fun, so maybe base should asymptotically approach some finite limit?
I like the routing aspect of the game, and I hope that remains a focus in future versions. Stat allocation and equipment selection is okay, but routing is the main strategic element I enjoy.
It's a little weird that you can keep playing if you switch to an equipment set with more encounters after using the last one fast enough, but will die if you take too long clicking. I see that a pop-up dialogue like when in the equipment menu might feel bad, but what if you automatically switched to a loadout with more ep left if one exists when you run out?