I used repaint on an enemy. Either it doesn't do anything, or I got unlucky and the enemy got painted the color it already was. If it's the latter, fix it. Skills are too expensive to have a chance of failure.
CaveDog: Use Guppies. The pods don't need to be connected to a continuous power source, they just need a small injection of packets. After you set up enough collectors, build two or three Guppies, and let them deliver the packets to the pods. Start with the southern-most pods first, and work your way north.
In Act 1-7, Lieutenants should have the ability to pass through (not unlock) doors they move into. Since they're already programmed to return to their rooms when they lose sight of you, that means if you accidentally teleport one into the boss room, it'll make it back out into the hall very quickly.
There is one missing feature I neglected to mention all this time, and that is diagonal movement. But if I try to type it in one paragraph, it'll be huge and nigh unreadable, so go check it out on your profile comments section.
Right now, my biggest gripe with the game is that the jump in difficulty from Normal to Hard is too big. I can beat Act 1 on Normal 75% of the time. On Hard, I can barely make it to the third level before dying.
MMorwen, the biggest challenge in this game is that there are very few opportunities to heal during a level. Your goal, then, should be to avoid getting hurt in the first place.
How about adding in the ability for all characters to sprint? If you hold down Shift and press a directional key to move into an empty square, your Speed stat is boosted by +100% for that turn. However, this is only a desperation tactic in combat; after using one turn to sprint, in the next turn, your Attack and Defense are both reduced by 10%, and each skill gets -1 preparedness. These penalties accumulate with each consecutive turn you sprint, and fade with each turn you do not sprint (except skills, which cool down naturally).
It might seem crazy, but I actually spare the unarmed citizens in the third act, even though I have no reason to believe that it might have some kind of tangible gameplay benefit. Well, unless I'm the paladin. Then I just gleefully slaughter them.
Deux, the Pugilist's Chi Mastery gives you +50% or +100% health drop chance, at each respective tier. That means they drop at 1.5x and 2x the usual rate, respectively, and they only start dropping once you're at half health or below. (If they really did drop after every fight, it would make playing the Pugilist class trivially easy.)
Which church is the Paladin serving, exactly? Westboro Baptist? (And in anticipation of downvotes from the humorless folk here, yes, I am well aware that that is an anachronism.)
If you decide to make a Cardinal Quest 3, I would love to be able to carry over characters from one act to the next. After beating Act I, your Level 8 hero can then be used in Act II. The enemies are all stronger and trickier, and you have a brand new tier of skills to learn.