Thanks a lot, this is really encouraging!
I love doing missile tricks on the boss too, even though at the moment only the head is hurt by explosions due to tech limitations. Riding a missile straight into its head always makes me chuckle.
Even though the game gets really fast and overwhelming I agree that the baseline should be faster and less floaty. Hover and walking can be awkward if you don't plan your movement ahead (which happens regardless of skill). Faster walking is tricky because it will keep dropping you off from platforms and animation will no longer look like a mecha chad stride. I will try sideway dash or running speed buildup.
Spirit form can be done with diagonal aiming so that you glide, and the cursor has to be adjusted constantly to follow the character. It's very tricky but once you get it, it should be intuitive. I'm still not sure if I should add some angle snapping to it, the future amount of control and satisfaction from mastering it might outweight all accessability concerns. I will try adding aiming direction indicator to mouse controls as it should help with coordination and learning.