Thank you for the lovely words!
The magic items spread throughout the dungeon definitely rides a fine line between useful and cursed – which is very intentional. I love when players are a little paranoid about an item; that it feels like a gamble, and an important decision whether to try sipping that potion, or flicking that wand, or not at all. Most items has a boon and a curse at the same time: I find this adds layers to the player’s decision making, on whether to use it or not, as they gain a boon but also hamstrings themselves in a different aspect.
I love that you appreciate the more lived–in areas of the dungeon. I like to think the membrane entity has settled exactly in that room because of the endless stream of slugs to eat. And the creatures in the cloud room are trying to either tidy the place, or maybe even expand further into the dungeon – but hamstringed by their short life-spans, so their coordination and plans gets messed up during the day, as the creatures with the plan simply turn into goop; “soo.. what exactly were we doing?”.
And thank you for mentioning the wall of slugs – that’s absolutely one of my favourite aspects of this dungeon. So much treasure beyond, but if the party doesn’t even think in the lines of ‘diving in’ as a possibility, it’s simply too bad. (There’s of course other ways to get to the treasure, but the hall of slugs is the most obvious route).