Not brash at all! The design needs to be questioned so it can be improved!
Interestingly, originally I did want to make enemy attacks be a lot more impactful, since just one of them acts per attack. I ended up playing it safe though, due to simple lack of balance time, and also due to understanding that the dev will always play the game better than someone who played it without any prior experience, so I tried to reduce my risk and made the characters have more hp than originally intended
Also, regarding your worries, I do think that this system as it is would not fit a several hour long rpg without bigger changes. The jam theme did give me the opportunity to experiment with the idea and I had fun with that, but the game does have pacing issues, and I totally understand how exhausting it is, given that I didn't manage to finish it myself haha. Something that would have helped would be adding narrative elements between the battles, something that gives room for the player to rest, but then we're talking about turning this into a real rpg, which goes way beyond the scope of a jam
A change I would consider would be replacing the reward for completing a loop by something else, something that doesn't let the player turn go forever, so the dance between player and enemies feels more balanced, also so I have more room to think of defensive moves which would mean spinning the enemy wheel one time less, but that could enrich the strategy even further. The question though would be what is the new reward for making a loop, and the answer I don't quite know. Maybe it's damage, maybe it's a new resource, maybe it's bringing that enemy down and restore your turn so you can also bring all others down in a single turn and finish them off with an all out attack. There would be some more room for creativity here :)