Thank you for your interest!! That's a really long review and actually we're already working on some of the things you mentioned.
OK, first of all, things that are poorly explained but ultimately not a bug: Everyone gets the same opportunities in attacks, when enemies "approach" it just means they're activating, it's just not visual sadly. But!! We are releasing a "Fancier Better Enemy Turns" patch this week with new graphics, better pauses, indicators for enemy activations / attacks and explanations for their skills that will hopefully solve most issues like this. The other thing is skips are not random, there's 2 of them and they're meant to indicate characters interrupting other characters. If you fast click through dialogue, the interrupted sentences will just be skipped all together, so that's a thing that's hard to fix really... Point is: It's intended. If you lower the text speed and let them play out it'll make sense (I hope).
Balance wise dying in one turn shouldn't be possible as long as you use your potions (which will heal you for 10, so, always to full). The Squire's damage is consistently 4 and they have much lower hit rate than the Bard, so they shouldn't be that much of an issue, mathematically speaking. Still, if more people find them too strong for the first chapter we will definitely consider nerfing or increasing base health. (Quick Side Note: Final version of Chapter 1 will have 2 different Squire enemies, so it will not be as repetitive as it is now!)
Empty space blocks do concern me. If you manage to take a screenshot of that error or can explain the specifics of cases when it happens it would be really helpful, since it hasn't shown up in testing!!
I hope you enjoy the small update and continue to support us through development, again, thank you very much!!