The developer is currently working on a huge update which is planning to address a lot of the problems that are in the game. Most things that require tedious grinding (embers, mastery, cash) are going to be fixed to be more fun and interesting.
For the monster part timer, it's a bit complicated to make a timer that works. If it only worked if you could kill the enemies, then it would tell you if you could kill those enemies or not which is not the intended purpose. But I do agree that maybe adding an experimental setting for different modes for that timer could be nice.
For the farm if you're in the tutorial (aka haven't gotten a garden gnome yet) then don't worry the game is going to become a lot less active for farm in the near future. If you're past this, then try and think when the next time you're going to check the game is, and plant a crop that takes this long or a bit shorter to grow. You can also use the "giant" gene and the overgrow system to reduce the number of check-ins needed, that's the whole point of them being in the game.
The event relic being nerfed was a one-time thing which was handled awkwardly but shouldn't happen again. It was just a weirdly powerful relic which is only available one month of the year, and would've split the playerbase's progression in Hordes into those who had the relic and those who did not. This is not what the developer wanted, so they changed it. But those not in the discord didn't have any warning, which is very unfair to them and is why I feel it was handled awkwardly. The "permanent items" are actually rather weak in general and don't affect much, so you really don't need to worry about missing them. This was the only good one, and it was nerfed.
If you want to make any suggestions, feel free to go to the discord and add your thoughts. Hearing a new perspective on balancing and QOL is always a good thing.