Thanks a lot for the in-depth review, and the long, fun video!
Overall, I agree with pretty much all your points, and will tinker the game to go more in those directions. You might feel the dread of traditional roguelikes more when playing on hard, as everything you do and choose to spend has a huge impact on your success. Enemies also pose a much bigger treat. Speaking of them, full animations are indeed coming for the enemies, so most of your issues with them should be gone by then.
Ranged weapons are a bit strong, but also considerably weaker, and also require more skill with aiming than most other games. You played so masterfully that this drawback was pretty much nullified, though.
You don't return to town at all after the beginning, as I wanted to sell that feeling of going deeper and deeper into the dark and away from people and the outside world. The hooded merchants are there to take your gold still!
Yeah, keeping your stones when you started a new run was a bug I'll get fixed, but that dungeon floor you thought was broken actually had a hidden wall you could see in the minimap, or if you noticed one of the walls had no decorations at all.
Also, all the player's animations scale with his stats, so a character with low STR will have a slow swing, while one with low AGI will have a slower windup, etc. Some combinations can look really off, but at least they're directly tied to your own power, and really make you feel the difference.