Hot damn, wish we got this kind of player feedback at my day job! =P
The load/save bug has been frustratingly elusive. You're not the first player to report it, but you're the first to give a player.log - so definitely thanks for that. Bad news is, I don't see any errors besides the original softlock (which is a known bug I've fixed in my development version - one of the reasons I'm prioritizing a stable public release in June). Did the issue occur in a scene that directly followed an anal scene? Have you encountered it in a session where you didn't run into the softlock bug?
Will definitely look into the wording/mechanics of the cards you mentioned. You're not the only one bothered by the Apex Hug/Apex Tummy Rub asymmetry, haha - at the time I added Apex cards, there were fewer sources of Grip than there are now, but that might warrant a change.
Finding more and more reasons to finally bite the bullet and build that combat log, haha. It'll delay the bugfix update a bit but feels like a good long-term play, in terms of finding more bugs to squash.
Regarding story mode balancing - once Liz has earned the trust of other characters, she can train with them to gain/upgrade certain cards. Basically, investing in relationships rather than rampantly eating people is still a valid strategy - it won't entirely keep up with the power curve of a Liz who leans into predation, but it's close enough to eke out victories when she needs them. Same applies on the prey side. And yeah, most situations can be avoided by a clever word or a humiliating yield, but there will also be timelines that are gated by a particularly difficult fight.
Regarding card balance... Endless Mode is basically my testbed for that, haha. As applies to the deckbuilder genre in general, the goal is to give the player a lot of little pieces that come together to form powerful combos - while managing the risk that you might not draw the card you need on a particular turn. I'm glad it seems to be coming together, even partially, at this point in development!
I agree that Burps in general seem underpowered. Been experimenting with allowing Grip to affect their Oxygen loss, as well as simply cranking down the added vulnerability, or capping the amount of excess Nausea it can cause. Similarly, I'll play around with capping the total amount of Focus that Controlled Panic can generate - so that it'll eventually be worn down and degrade into Panic unless the character has another source of Focus.
Really interesting analysis of the Lyons Cubs' decks, and I agree with most of it. Curious to see how it'll be affected by the devbuild's library scenes - shoot me a DM on Discord (anunnakigames) and I'll add you to the server, your bug reports are worth way more than a $5 SubscribeStar payment. =P
Buff UI overflow, that's been a thorn in my side for a while - think I can roll that into the Combat Log update. Regarding preds marked as "dangerous" - the real issue there is that Liz's starting deck is pretty weak, so even though Molly is a marginal member of that group, she can definitely still nip a run in the bud. Might deal with this by moving Molly back to neutral, reserve "dangerous" for Sydney and Sophie and so on, and add a third category of "starter opponents."