Glad to hear you enjoyed it :)
Your suggestions are intriguing, but I'm not so much a fan of the simulationist style of roguelike. I prefer briefer and more concise design, and I feel like we managed to strike just the right balance of simplicity and depth with WHOF. Percentage chances and unpredictability were not really what we were going for, and are quite outside our vision of the game.
That said, it's definitely possible that they could work, so I've uploaded the source code of the game if you'd like to tinker with it. I will warn you that it's jam code, and might be quite hard to decipher.