i'll try and give myself a little more credit, because i think i agree with you about it feeling "complete". there's too much stuff for the process, but for the product it feels about right. i think everything feels like it's serving a purpose and nothing important is missing. i think my actual issue with the product is that the level design is kind of slapdash and i feel like you sort of just end up fighting everything anyway. there are definitely enough resources to, and i'm not sure there are that many opportunities to reduce the strain with smart routing... if i had more time, i would've liked to stop and think through what different enemy placements or level geometries mean for decision making. and maybe make the boss a teensy bit scarier.
but i recognize that rough level design is kind of a luxurious problem to have given the circumstances :P thanks a lot for sharing your thoughts will, i always love hearing them