The game has come a long way and I feel that everything more or less works. Good job guys! That being said, there are still some rough edges here and there. Here are some of my pet peeves, and others are invited to join in.
IMAWAL: Still feels underpowered and overloaded. The gold drop mechanic is thematically confusing and hard to use. It requires you to have another glyph, and the whole operation ends up costing an unreal amount of mana for a single gold piece. It's rare that I even have the option to collect the gold, rarer when I can afford 11 mana for something so trivial, and there has never been a time when it actually made a difference.
Binlor's Stoneheart: I think switching Binlor to PISORF and restricting wall destruction to only visible walls reigned Binlor in quite nicely. Stoneheart is nearly unusable as it is. It's just not worth the huge investment of walls unless the resist-down effect is global. I've tried it a few times, and always regretted it because you inevitably run into a high level goo blob right after invoking it. Basically, if you are in a position to afford it, you don't have any targets, and if you have lots of targets, you probably can't afford it.
Subdungeons: We already have a thread about this, but basically I'm fine with them having no exploration or a buy-in cost, but not both. Last minute exploration that is available after the map has been revealed is a really important resource and having it be randomly deactivated adds too much random swing.
If it has no exploration, then it needs to offer something that directly substitutes (like potions or sanguine powers or the like). Sidegrades like "pre-explored but you get a glyph" are usually more aggravating than helpful. Gated upgrades like "no exploration but there's a powerful upgrade behind a powerful monster" rarely work either, because people that can afford to fight the gatekeeper don't need the upgrade, whereas struggling players simply face a flat loss of resources.
Mage Tower Preps: The upgrade boosters just aren't working. The effect is too small, too hard to control, and not worth the long term cost of ignoring upgrades to capitalize on. It's also not worth the opportunity cost of not taking Less/More Glyphs, which offer powerful long term benefits without the fussy micromanagement.
Conversion Costs: Some items could use some retweaking
Crystal Ball: The high activation cost plus the high buying price means that you will rarely want to buy this. It doesn't merit a conversion of 1.
Fireheart: Not as difficult a shop purchase as Crystal Ball but still somewhat specialized and doesn't deserve a conversion of 1.
Balanced Dagger: It has a very narrow window of usefulness. Needs an average to above average conversion ratio.
Dwarven Gauntlets: At the price point, it should probably offer the +2Hp/level retroactively. The guantlets follow a different model from the Troll Heart, having a poor conversion ratio and an active effect that is worth keeping, and they shouldn't try to follow the same rules.
Long Term Gold Sinks: I think some of these scale up too quickly. I understand that they are intended to be unobtainable goals that will always be there to motivate gold hoarding, but this only works if the increments are reasonable. When the goalposts are 10 and even 20k, things feel okay. I still balance dungeon preps against long term costs because those upgrades feel obtainable. Once you start getting into 40k or so, I just don't care anymore. At that point I have dominated most of the map and 40k is so far away that I just give up and stop caring about economics. I don't see anyone getting much beyond the first set of upgrades in each category.
I think a better solution would be softer scaling and more open ended goals. Theoretically unlimited lockers at obtainable prices is one way (yes I know you guys are opposed to this but there is not a single player on these boards that actually likes the mechanic of having to grind when they want to try something new).