Hey Zelosq -- Thanks for the feedback so far, and I appreciate the video as it makes it a lot clearer and easier to reproduce issues. Don't feel like a douche at all. I've done this professionally for five years, and for a game in this stage I expect to see these kinds of problems -- and value it greatly when someone points them out so that I can correct them. Thanks to people like you we've stomped a lot of stability problems and will be ending this month not only with a decent base of funding to work with, but also with a more stable and more consistent build of the game working forward as our foundation. Without your feedback these would take a much longer time to find and reproduce.
The overworld is definitely the part of the game that needs the most work at present time, and we've got some plans to revise it, but we're holding back on those until after the Kickstarter's over. The overhaul we've got in mind is a bit extensive and therefore a bit risky otherwise. It won't fundamentally change in terms of graphics or overall construction, but functionally we want movement to feel less "floaty," and we want our level of control over the characters (esp. during cutscenes) to be more reliable. You can look forward to a number of the issues you've pointed out with it being addressed in the full game.
With regards to the Start Menu -- Yes, that is intentional. Chris is intent on a lot of diagetic design for this game with regards to the user interface. The pause menu behaving, as you point out, like an MMO, is a part of that.
And finally -- thank you for pointing out that issue with the combination ability. There appears to have been an oversight in our last patch to it!