"There is a skip button for all tutorials located to the right of the dialogue." - but I don't want to skip all tutorials! There may be something I don't know. I just want them to be less intrusive.
"some sequences are intended to be more dramatic compared to others" - I mean even "left click to move to the next dialog" is pronounced as if it is the final boss battle :) While enemy voice sounds more like a parody then an actual voice.
"You mention everything is way too small, but perhaps you have some more specific examples that I can focus on as a starting point?" - e.g. character upgrade menu - you can just make every icon twice the size.
"The bars are 16 pixels in width (perhaps you meant height?)." - yes, I meant height.
One more general suggestion: Your battles are very close to JRPG battles. There are a lot of pixel-art JRPGs, some with very low total screen resolution. A lot of them have incredibly well-designed interfaces that present all the info to the player, allow to decide and execute attacks quickly, and avoid being cluttered. Take a look at how they do it.
Sorry, I know I sound harsh. I can see a potentially good game here. But it is impossible to know behind all this interface.