Thanks for the info. I’m going to try the beta version on Steam right away. One way to increase the difficulty could be to introduce enemies that are immune to certain types of attacks (elements). That would force the player to reshuffle and choose different elements more often. This would probably make more sense at higher levels, when the player already has enough components in their inventory.
Another idea is to add malfunctions to some components — situations where the player would have to actively repair something even during a turn, and when choosing new tiles they would decide whether to take active elements or supplies for repairs.
And as one of the first changes, I’d recommend reducing the number of mod slots from the default two to one. This would motivate the player to think more strategically about battery usage.
And sorry for all the suggestions. I’m a developer myself, so I know how annoying it can be :)