X-piratez suggestion:
I’d like to see a bigger use for enemy trophies and alchemy.
Enemy trophies: I think it would be fun and thematic if you could fashion enemy bits into protective gear. This would increase the number of strategies in the early to mid game as you try to capture enemies to make moderately useful gear from them. It would also synergize well with the newly added gear slots in the inventory screen.
Examples:
Reaper hide vest which is heavy, but also increases your resistance to piercing slightly while simultaneously making you more vulnerable to fire.
There could be a monster eye necklace which increases your night-vision slightly
Monster teeth to create jewelry which slightly boosts your TUs.
Reaper brains to boost your resistance to voodoo.
The remains of a cyberdisk fashioned into an enormously heavy shield.
Ratman tails to increase reactions.
Vampire teeth bracelet which leeches energy on melee hit.
And things like that.
None of these effects would be very powerful but it’s a fun way to give more variability to early loadouts while simultaneously pushing the player to try different strategies. Also, it’s wonderfully thematic for a bunch of pirates to go into combat wearing trophies of their defeated foes.
Alchemy: So we have alchemy in the game, but no potions. This seems like a missed opportunity to me. I don’t know much about balancing voodoo so take these all with a grain of salt.
The purpose of potions is to super charge weirdgals while simultaneously tanking their other stats, particularly freshness. This is balanced by most of the potions being quick to use and easy to keep on a character’s person.
I envision them being used by weirdgals who have gone a couple rounds of magic and are drained as result. They drink one or two and can fire off more spells. Then spending the next couple of turns regretting their life choices.
I think drugs sort of fill this role, but these would be a bit more specialized and hey they are potions!
Probably need an energy potion, morale potions and freshness potions. The energy potion would hit morale and freshness. The morale potion freshness and energy. The freshness potion takes a long time to drink, inflicts enough stun to put a gal into overstun and is so big it’s hard to deploy. Similarly, you might have a TU potion which has side effects bad enough to make the gal useless the next turn, but I generally avoid messing with restoring TUs.
There might be two variations to each potion, strong and weak. With the weak version taking early game ingredients and strong taking late game ingredients.
I hope these two ideas are good for a laugh if nothing else. I really like the way things are turning out development wise and wish you the best of luck going forward.