Oh, this is a bunch of nice quality of life changes.
Although I would add that the problem with Pallisade was mostly the crazy scaling. Make the damage cap be based on its initial HP and it's fine.
What I have noticed is problematic though (I might've mentioned it before, not sure) is the Maze. Originally I thought it should be good, but I've noticed it screwed up my team order way more often than I expected. I even did a team that went xABxABx (where x are any combination of units, but a B unit must always be behind any of the A units to function) and I still lost back to back maze encounters where both got swapped badly.
So I did the math, and it turns out that if you swap any 1 unit with any 1 other unit, the chances of that happening are 5%. But as I understand it, the card swaps 2 units with another 2, so it's already a 25% chance to swap into a bad permutation.
So yeah, even with redundancy, the Maze hands you a free loss every 4th encounter. Making it to floor 100 with e.g. a Barrier based strategy is unlikely. Making it to floor 200 is basically a statistical impossibility.
My proposed solution would be to make the maze shuffle (one of) the unit(s) in the slot opposite itself to a random different slot. So a redundant strategy can still win while still having a hard time.