Thanks for the contructive feedback!
All your suggestions were in my plan, but alas, time. The +1, x2 bonuses were the start of items that would be picked between rounds. Just managed to squeeze in that they simply existed permanently from round 2 rather than scrap the system completely.
Enemy types planned included hard hitting enemies that never block (take out first), boss like enemies that might cause a dice change, or remove some amount of your dice from your pool.
Enemies (should) be getting harder every couple of turns. My dev cheating testing in the last hour before submission showed they would start hitting for 9-12 damage soon enough. But without more player choices, understand its a slog to reach an unbeatable position with not much but luck to influence when that occurs.