Thanks for the feedback:)
I guess part of my obsession within this particular design spectrum stemmed from experiences in some of my previous games, in which enemies were slower than the player, and I noticed some gamers elected to simply run past enemies rather than fight them.
One of principles I adhered to in this particular case lay in requiring the player to engage in combat, rather than enabling them to run straight for the exit. In this case, not only were some enemies faster than the player, but (particularly where the female Junkers are concerned) could additionally penalize the player by paralyzing him/her if he/she elected to ignore them.
Perhaps I overdid it, in the long run.
I'm glad you liked the music:)