Wow! Thanks so much for the detailed feedback, I really appreciate it.
I do acknowledge that I erred on providing too much text than too little, because my concern was that without some repository of detailed information, some things would be lost on the player completely. The encyclopedia was meant more as an option to look something up if something wasn't clear, not as mandatory reading, but from your description I can see why it would seem that way. And with detailed descriptions for resonances/imbuements, my worry was also that since many of them require adjusting your gameplay to get any use out of them, players might miss out entirely on any benefits they provide. Those are things I'm definitely going to look into, like maybe having simple descriptions by default and have detailed descriptions as an option the player can select. Do you think that would help? I'm also definitely going to be implementing a step-by-step tutorial, and based on your feedback I'm actually going to prioritize it. I hope it'll alleviate the onboarding issue and make reading the encyclopedia feel less like a necessity.
Regarding enemies having too much health–would you mind sharing how long it typically takes for you to clear a movement? In balancing, I've aimed for an average clear time of 40-60 seconds, and that's based on how long it takes for choreographies to loop. Does it take you much longer than that, or do you feel that's already too long? I'm aware that there's probably a big difference between how quickly the game can be cleared under optimal play, versus how long it takes for a new player, and I do want to get that balance right.
As for having enemy behavior explained, that's something that's largely influenced by games like Rhythm Heaven where everything is explained and tutorialized before you have to do it "for real". I'm aiming for a similar kind of vibe, so I'm not sure I want to stray too far from that.
But again, massive thanks for taking the time to write up your feedback! This really helps me make the game as good as I can possibly make it.