I feel you on the "damn it still looks default Unity" thing. I managed to make a set of UI graphics that wasn't actually stock, but was so similar it was confused for stock on multiple occasions. That was my UI basically from when I started what would become CommonCore up to when I implemented theme support in 2020.
I had a suspicion that the weapon reset was a new bug introduced with the new functionality.
Getting the crosshair right is hard. Most of my games have ADS so it's somewhat less critical.
I think I found the slam finicky because it's not clear how wide the damage radius is. The lack of impact doesn't help either; it's hard to tell when I'm not doing damage because I was too far away and when I'm not doing damage because I'm not triggering the slam.
It's the audio/visual effect of the slam that lacks impact. I think it's better than the initial version, but it's still not there. While there is an effect, it gets lost a bit in the frantic action, and it doesn't really have the weight that it should. I can't really nail down why that is. Maybe it needs a different sound effect, or more particles.
I get that the trampolines are only supposed to trigger under certain conditions, but during frantic gameplay I just found it way too finicky to actually make it happen consistently. I'm not really paying that much attention to how I'm getting onto a trampoline, just trying to get up to the next level before I'm completely shot full of bullet holes. Usually I basically just mashed buttons until it worked.
I'm talking about player-being-hit indicators. I don't think they're prominent enough; I honestly did not notice that they were even in the game. They got lost in the noise.