Thank you for the feedback!
I have already dealt with some of the things you mention; In my working version, The encounter rate has been drastically reduced. I have made the first few fights a little bit easier. Also, the starting will be a lot easier now, as I have changed it so that you always start combat with full HP (unless KO'd).
You are right that the dialogues are a little oddly shaped; I run all text through a separate translation function, in which I did not have the time to perfect before the due date for the IGMC. I am aware of the indent that happens as a result of that function, and I will be fixing it shortly. As for the names: I was split as to whether or not to use Yanfly's message core or not for displaying the names. I like my own way too, and left it like that because I didn'thave enough time for it. I will probably change to the Yanfly plugin way of doing it, simply because having the name displayed in the message leaves too little space for the message.
As for revival items: I have intentionally left them out of the shops, because I want them to be rare, and valuable for that reason, and transitively to make KO more of a dangerous state. At the moment, there is only one revival item in the game.
As for item descriptions: Actually, most things have descriptions. All equipment has, but not 3 of the 4 usable items. Considering there is only 1 of the last item, effectively you are right that most items lack descriptions. I have added descriptions to said items now.
You are right that the mage is killed off a bit too quick. Her death has important meaning for the underlying story, and I wanted to squeeze it in. If not for the play time being supposed to be around 1 hour, I would have had that happen at a slightly later point.