You've pretty much nailed the physics of movement, and I was pleasantly surprised by that! Obviously a lot in here is placeholder, but there's a few things that stand out as needing improvement:
1. Zakobon rush Trigger down way too hard. It's practically impossible to escape them reliably once they're in range to charge straight at him.
2. Trigger's face is derpy. Can't describe it better than that -- compared to his original face, it's noticeably off.
3. I really appreciate the ability to go into the room from the opening cutscene. Great touch. However, the rest of the ruin is practically unidentifiable in terms of visuals; I think this is mostly down to the color of things. In the original game, the heavy use of browns was an indicator that you were exploring non-dungeon underground areas; the intro dungeon was heavily gray, which set it apart from the next areas you'd enter.
4. The scripting of the trap room seems broken; it's possible to get softlocked in that chamber (the bars never lift).
In more opinionated territory, I am...very torn on the decision to not use tank controls. On the one hand, I understand it from a "modernizing" perspective. On the other, the use of tank controls is part of what identifies this series, and not being able to mindlessly lock on and spam -- needing to carefully position in order to do damage while not getting hit -- was one of the first game's strengths when it came to the feeling of danger in exploration. (Adding a reticle is just universally good, though.) I don't think I can reasonably ask for only tank controls to be present, but having tank controls as a second control scheme would be wonderful.