Hey, thanks for the feedback!
I noticed that not all elements regenerate at the same rate ... I'm not sure if this is intentional, as I couldn't see a reason why it shouldn't be universal
It is intentional. Plasma and larva provide exceptionally powerful utility to the player, with the former allowing you to easily apply a mixture to an entire crowd of enemies and the latter being one of the only ways to heal yourself. The slower regeneration speed is a way to bottleneck that utility.
Status effects on the player is really strong, as they last for a very long time and I couldn't find a way to get rid of them.
The status effects are very dangerous but can be easily removed if you use the right chemicals on yourself: water extinguishes burning and purifying wash (water + larva) cures poison. This isn't communicated at all so I don't blame you for not knowing.
Damage output of the player feels generally very low, even with reagents
That's mostly intentional, the player's base damage being abysmal forces you to exploit the alchemy weakness of the enemies--you can one-shot three of the four enemies in the roster if you use the right chemical combo. However, I think you're right and I could bump the base damage up a tad.
There's generally not much info is given on what each element does (apart from the obvious guesses you can infer), which is fine if you want players to figure it out but in my opinion the game is way too fast paced for that.
Agreed. The plan is to make logs for chemicals, weapons and enemies which the player can unlock and read.