My brain will never get used to countering electricity with ice and water with electricity.

The UI for the elements should be arranged like the QWE-ASD keys imo, stacked on top of each other instead of in a line.
Unless I'm mistaken, the barrier spell's calculations does not consider current elemental afflictions. So if you're wet and use fire on yourself the barrier breaks leaving you wet because it thinks you are going to be set on fire.
Sometimes the melee bots gets confused and stand around, probably happens if their infighting target dies.
There's one particular room which is a narrow rectangular box with a stripe of traps in the middle that on the third floor spawns an ungodly amount of turrets, completely packed. It killed a run and almost killed this one. Also the super narrow new one with the exploding bots is a nasty one if you stand to close to where they respawn without noticing.
Glad to see that the chasms don't kill you anymore it was a very silly way to lose a run.
I love the new elemental look to the various rooms. The rooms look much more varied now.
The cauldrons are a good idea to allow for spell progression. Between them and the challenges it's starting to feel like playstyles differ more between playthroughs. Although it does cause some "wait do I have that in this run?" moments. I know that there's an icon on the bottom left but it's not exactly immediate.
I think volatile tar used to be harder to make, now it's much easier to use and combo with fire.
The challenge rooms are a nice addition but I only manages to do the water and ice ones, the fire one explodes me instantly.
The abyss summoner ability is really good because it zones enemies out and you can time your shot to spawn new one by getting the last hit on enemies inside the whirlpool. It's also really good on the fire boss variant because you can kill its summons in one hit and spawn a bunch of vortexes around it. Also it triggers on steam kills but I think that's intentional. My favorite new thing.
Anyways, good progress, had fun.