tl;dr:
DoAdd crashes have been fixed, first space being weird will be fixed
Tutorial shit's coming, seems more necessary due to feedback
and fucking THANK YOU this feedback helped alot (I'm retarded but I'm working on it!)
The bug you encountered with the crashes (specifically the ones with the DoAdd bit) were fixed in the current build. Ironically, I can tell this is the previous build because the newest build has 101 spaces in Classic mode (I'm retarded despite my efforts!) which I've also addressed in my current working build. I should really just have the version number in a corner or something.
Classic mode is meant to be the tutorial for the game, but I'm probably gonna have to do a short, easy Prologue mode to roll out the mechanics slowly and more explicitly. Defense will get a mention (it's not particularly complex to explain) and maybe a mouseover description.
The run where you picked a spell immediately was a bug. I recently made the game do a soft reset instead of a hard one on defeat, but because of that some things got overlooked like clearing out the first space on the Travel board, so by chance you got a spell selection one shuffled into the first space. The spell selection menu in classic mode writes to a specific spell slot, not just the next available, so you got an almost-a-feature-like bug on stream and it was honestly kinda funny as shit. I fixed this issue immediately upon seeing it, so thanks again!
You can click the party members to switch to them during the player command state (when you can cast spells, see descriptions, click GO) and they have different MP talents and spells. Story mode is unbeatable without swapping characters.
I wouldn't say you need to git gud so much as just slow down a little, but you're playing and streaming a ton of games (seriously, what the fuck is with all these games in demo day now???) so I don't blame you for getting a bit impatient. The game isn't very forgiving in the first place but it's very surmountable given some practice. Though one could debate the existence of design failures at all, they certainly wouldn't be failures on your part as a player; either I failed to communicate it, or a failed to make it competently. Finding these flaws is the whole reason for putting out a demo for a mongolian basketweaving static vidcons communications hub in the first place.