Whew, ok, thank you for the feedback. I'm going to try to address all of these.
I am aware of Lani's disappearing act in combat, and I'll be fixing that in the next version.
Alchemy was initially intended to come in the next version change, but it's been pushed back in favorbof an earlier release date. I'm hoping to have it in version 0.3.4.
Healing magic is relatively rare in this world. Personally, I've never understood the justification for every beginning magician in the world being able to heal life-threatening wounds as their first ability. I also needed a money sink, so potions are the primary healing option in early and mid-game.
Dungeons only remain in one location for a few days and then moves on, so once you've found a dungeon, the game records the date, then makes that dungeon available to the player withing 5 days of that date in future play-throughs. It's possible to have infinite dates recorded for any of the dungeons as they move around.
Generally, dungeons are intended to be a semi-planned system. Not every door can be unlocked by the items available in It's dungeon, so the hope is that the player will see a door they can't open currently and collect those key items for future lives.
The soul box should definitely have an option to remove items. I'll look into that for the next one.
Currently, all of the search numbers are refreshed when leaving a location. I could probably save those... I'll pose the thought to the playtesters and see their opinions on it.
The beast merchant is still in his placeholder stage, but he's intended to have rotating inventory and time-specific items. Right now, he only has two inventory sets: days 1-10 and day 11+.
Light magic and sneak are currently the only skill sets available, but more are coming. One (Defence) is going to be readily available in the same way as Light, while the other currently planned branch is going to be semi-hidden until the player has progressed.