Items probably need to have a limit to how much they can trigger a turn it could even be on the stats and increase with upgrade, you got halt items which is good but it does not change the innate brokenness of the game design in that aspect. Its great fun and I've beaten it 10 times or so by now but was the goal to make the player get to an unbeatable instead of very powerful state?
I'm glad you had fun :)
I considered limiting item triggers per turn, but my first idea was to have enemies have triggers as well (reactions) to counter specific player builds. I decided to cut this feature to focus on other aspects, but I'll try it out later to see how the game feels.
My main goal was for the player to need to become unbeatable to beat the final rooms, but as the game stands enemies have no way to counter infinite (or almost infinite) builds.