The no level up bonus is, I think, unsurmountable without the crazy ass CP refresh of something of that sort. As an exploration deterrent on it's own, the food system would actually make the game play more intuitively - it sounds like something that's in fact missing and should've been there all along for all sorts of reasons. Sounds like - I've yet to see it in action, but without it the game is a bit too easy* once you learn it (owerwhelming to learn though), and with it it'd be a bit hardcore (that is more of a roguelike) but a really, really good hardcore game.
The no heal on lvl-up would hose down lvl-catapults, but I'm not sure that'd be necessary for regular gameplay**, that's more to make vets switch it up and start prepping fabulous treasure and referring to themselves in 3rd person like Lujo does

EDIT:* that is - once you know what everything is and does there is a really wide margin of error. I'm sure of it because I get away with gameplay so sloppy it'd give Avatar a stroke.
**there are a lot more classes that depend on level catapults than any other mechanic. Removing it entirely in this way would kill them dead. Reducing the exploration margin of error would only really hurt the monk and the paladin, and those two can take a kick in the balls and not notice. Heck if it hurt the monk too bad, they could always *ghasp* rebuff him.