Thanks for the feedback. It's a half-stealth game I had in mind, except I only implemented the clunky out-of-combat / methodical opening strike attack. I also jacked up the AI's vision and aggression sensitivity for the prototype higher than what I was usually testing with since I haven't implemented animations yet to convey the more nuanced behaviour. (shock at seeing player, stance changes based of alertness, drawing their weapon, turning their heads in search etc)
I also don't expect the type of fast-moving rush-down enemies to remain in the game.
I've got to strike a better balance with clarity of the aiming grid, perhaps highlight enemies and the blast area, make the through-walls effect less noticable.