Thanks for your detailed feedback! This is really helpful and exactly what I need!
I am glad you found the twin-stick mechanic to work better than expected, as I wasn't really sure if this mix of discrete and continuous movement/space/time would work out. In early playtests I even had autoprogression of turns (next turn triggers e.g. each 0.5 seconds), in order to increase the pressure on the player, because I feel like Hotline Miami et al. thrive a lot on the skillfull and precise execution of plans under given pressure. But this felt more like a twin-stick shooter with really crappy movement, than a roguelike, plus you can't come up with a plan to perform better next time, because well... next time there will be another level.
So yeah, really nice to hear this is working!
I am currently working on a more polished after-jam version and will try to address all the points you mentioned, plus some nicer level-generation and further polish. My brother even made some nice beats to go with the game. Maybe you can give that version a try, once its released ;)