oh, v quick comment on the disasters: they're meant to be unavoidable in some cases, acting as a hard timer that doesn't look like a hard timer. i've got to think a bit harder about the design in this particular case... well, in a lot of areas of the game, but i feel genuinely rejuvenated by your post!
my next game that i think exists in similar design space is a card game that must be ready by the 11th of may, so please look forward to that. and maybe i'll find some time to spice up IC afterwards -- with your suggestions as well as whatever i learn from this other thing :3