I wish the trap disarm worked more than like... 30% of the time, though. A lot of the time it felt like it was just safer to walk on top of the spikes and test my Dodge skill.
Given equal skill, it's always easier to disarm than dodge. I debated disarm difficulty (alliteration +5 points) quite a bit; too easy, and during testing I found myself alternately cruising through trap rooms and being totally out of tools. Too hard, and, well, you might as well just test your Dodge skill. I think I erred on the side of difficulty.
One caveat, you cant turn on a square, you can only move using a backwards forwards rocking motion, which is weird, and makes it hard to position yourself.
I found that constraint made it feel more puzzley, which I liked, but it's a matter of taste. You're right that it's totally arbitrary and unrealistic.
Why would anyone use the negative modifier clothing?
You gotta have cursed equipment in a dungeon crawler. In later levels, prefix and suffixes can make it so you can have, for example, -1 Dodge +4 Detect, which is an interesting tradeoff.
It feels weird that getting gold in a chest is a bad thing, because it prevents you from having nessisary health tonics and tools.
It's a deep commentary on the futility of our capitalist values.
No, really it's because gold is the scorekeeping mechanism of the game. I tried to balance the difficulty so that you never had a drastic surplus of tonics and tools; every leaf room without a big chest or lever has at least one small chest, and there's a set percentage chance for tonics, tools, or gold. I was aiming for making the game hard, but I don't think it's as hard as the roguelikes that inspired it.