Thank you for playing the demo and your comprehensive feedback.
I just added some tooltips for skills during combat and attributes in the stats screen. I'm glad you didn't have issues with unlocking perks since that seemed to be a prevailing issue. You can always tell exactly how much HP a unit has by hovering over it while the targets are on, you can also show all HP and MP bars at once during your turn by holding down D. I really need to communicate certain mechanics better, but I tried to make the game easy to understand to begin with.
I think speed in general tends to be very important in RPGs so that's not strange, but I still have a lot to do in terms of balance. As an example, you are also not the first person to tell me the final boss is too easy, maybe I underestimated players. I don't want to obsess over it though because sometimes wildly unbalanced abilities are fun.
So far my main source of variety are new enemies and terrains with special effects. I think the player should encounter a new foe every 5-6 minutes which I think is decent. I also want each perk to offer something new in terms of gameplay. Some skills also interact with mechanics that haven't been introduced yet.
I don't take offense from my characters getting called bizarre. The inspiration behind one of the factions was a literal dream I had. The story takes place in a small pocket of a larger world so a bunch of loose actors together don't make a lot of sense in a vacuum, but hopefully I can shape them into something more coherent through smalls bits of dialogue.
Also, Mosca is supposed to be a Patagonian Bumblebee.