Thank you so much for the detailed feedback!
I think the game definitely would've benefitted from several more iterations on the whole feeling of movement. Little things like getting caught on ledges, or lacking that "snappiness" you described when getting back to a grounded state definitely stood out to me in my rounds of testing.
To be honest, I'm not totally sure what the game's movement identity should be (which is maaaybe a little questionable, given it's a platformer). Approaching it with some fresh eyes after some time away probably wouldn't be a bad idea, and it'd help pin down how the movement and combat elements of the game should align with each other. I like poking enemies and running through them, but there's a lot to refine (in both mechanics and design) if that's where it's going to go.
I appreciate you taking the time to share the design that worked out for you. If you have a link to that game, I'd love to check it out! It's always great to see more ideas and broaden my horizons.