The posted version is a full 2x turning speed. It is a bit much, but... it really is better. If you're searching in a cheat-engine, the number wouldn't show up, because it's two INC or DEC instructions in a row. If you're looking at the source code, first of all, my apologies. But in any case it's about halfway down movement_alone. Ctrl+F "not strafing."
Reversed mouse input is definitely the game. I have no idea why it does that. I tried fixing it recently, to use the input more directly, and turning left was twice as fast as turning right. That's straight-up haunted. It's on the same to-do list as the hilarious variety of ways multiplayer can break. Less debugging, more exorcism.
Enemy placement is the screen with letters and numbers on top of floor tiles. There's a 7x7 subscreen, showing a zoomed-in view, since the grid for enemies is finer than the level grid.
How you'd save levels is a password system. Which I really thought I had an easy solution for. Quicksaves are already in VRAM - that's where they're stored. So this week I figured, I could store them as hex. Displaying the second screen would be a human-readable version of that data. Unfortunately for that human, even simple levels weigh about two hundred bytes, and then get fatter as enemies move around and bleed on things. My approach to that problem was: tough shit. The idea of someone typing in a four-hundred-digit "password" is funny enough, before the implication of a mapping scene. Unfortunately for me, even with compression, doubling the size of passwords like that can easily wind up too big to fit on one screen. So I still have to do it the hard way.
In the meantime, the way I save levels to put them in the ROM is opening up Memory Tools and copying them straight out of RAM.