Thank you! I did try to optimize the controls. Most importantly, pressing shift and directions lets you move 5 squares at a time, otherwise it gets very painful to move about. Ideally it would be a mouse-driven interface, but I didn't have time to build that on top. (Not to mention mice have always felt out-of-spirit for roguelikes to me :>)
What were the aspects of the controls that made it most tedious for you?
I've made lots of 7DRLs, none of which have been epic combat :> But they definitely laid the ground work to achieve this. Notably Smart Kobold had huge work for dealing with solving the problem of having densely packed groups of mobs move in a turn-by-turn fashion, but not get all broken up. Basically they are able to both delay their turn to see if others will move out of their requested spot, and have a priority scheme for shoving other mobs. And Jacob's Matrix is where I developed the whole non-cartesian coordinate system that lets me stitch 100x100 "rooms" each with 100x100 tiles together in a fashion seamless to the AI and map code.
Source is all there (and BSD) if you want to look at it for your own epic combat game!