These are all fair points! The only thing I would argue is its less that the items are overpowered and more that I need to implement a more complex spawning system since the frequency they spawn I think is really high and the frequency you get skip turn potions makes it really easy to stun lock the AI.
The first major update I have planned I think will address most of your issues as it is a rework of item spawning, some new items which will help dilute the pool a bit, and I also plan on exposing a lot of those settings so everyone can customize spawn rates, number of potions, available items, ect to their hearts content.
As for the AI I don’t know what I want to do with that yet. Due to the short turn around of this project (~30 days) I kept it really dumb so I could focus on other features and polish. That being said it wouldn’t be overly hard to implement something that weights choice based on the potions left to make the behavior better and maybe could even set it up per character so each one plays a bit differently.
Idk yet, will really depends if I feel I can fit it in. The only thing I can say for sure is any AI update probably wont happen until the 2nd or 3rd planned update.