Hey there!
Yeah, that's just a product of v0.1.14 - we implemented the bars but didn't introduce the number displays that would replace the old ones. They're back in v0.1.15 already. The battle interface does still have work we need to put into it, particularly as the battle system is built out. One of the goals of v0.1.16, point of fact, is an overhaul of the way agility works, and there will be some interface changes that come with that.
The blocking abilities aren't fully fleshed out yet at all; there are supposed to be meaningful differences between blocking an attack, parrying an attack, or dodging it, and that's currently not implemented, and the different guard moves don't really have much that differentiates them aside from potential effectiveness. Parry, Block, and Guard currently all have the same effectiveness, actually, so they're identical aside from costs, although the potential is there for them to have different effectiveness. Successfully blocked attacks will negate damage entirely currently, and partial successes will halve it, but that's not really what blocking is going to look like once it's fully implemented. This is currently on a diceroll (and will likely not remain that way, as it's currently one of the few non-deterministic elements of the battle system), and the way it's calculated, there should be a 50% chance of negating full damage and 100% chance of negating half, but I haven't done much testing to confirm that it's working properly, since it's going to change fairly soon.
What you're thinking of in terms of immediate trade-offs in terms of stamina consumption or effectiveness for stance advantages, setting up future offensive techniques, is exactly what the system is designed for, but the vast majority, if not all, of the existing techniques don't have their full breadth of their working elements, so that interplay isn't quite there yet.
One thing I will clarify that should be currently working is that turns are simultaneous - the technique that you and the opponent use are compared against each other (so blocking, or ducking under an opponents attack, for instance, can occur), but the actual calculation of outcomes should have both of you affecting the other as if at the same time. You can see this when an attack of yours knocks over the enemy or vice versa; the person who is knocked over will have already executed their attack successfully.
So yeah, there are things that are half-baked currently, but that's not by design - there are just elements which aren't built out yet. We're still a while away from where the battle system will eventually get to; this initial build out of it was more proof of concept and laying down a framework for producing battles that worked enough to show off the game mechanics that are, if not fully baked, pretty golden brown already.