Thank you for the detailed comment! The separation of on and off switches was a conscious design decision because we thought that it would be too overpowered and/or uninteresting if the player was able to set up the traps and then easily sit next to a switch which had both on and off abilities. I think this is definitely something that could could circumvented with trap and level design that wouldn't have made such tactics too strong.
And yes I agree about more trap variety! I think that if we had time that adding more varied traps would've boosted up the game a ton and added a ton of depth to the game. But alas a 48 hour time limit was very limiting and it was already a miracle that we released what we have now in such a complete state before the deadline.
Thank you again for the feedback!