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I'm glad someone noticed the song titles. You're the first. :)
Is it possible at least all the falling debris could be changed (in the form I suggested or otherwise)? Would make it a tad less annoying fighting uphill, which is already the worst of all situations.
Fighting UP, on the other hand, is pure misery, especially since many of the good bouncy secondaries are very limited in terms of how far up you can get them. I still enjoy fighting up - it's a much more difficult experience, but an interesting change of pace.
That said though, in both cases I find myself creeping along and fighting carefully, the exact behavior Shamus was trying to avoid causing. However, I think that's ultimately more an artifact of the health system: I tend to play the whole game in that glacial, creeping, careful manner, instead of zooming around and dogfighting, because of how economically punishing it is to take damage.
Pushing stuff away from up/down shafts so there's guarenteed room would probably be seen as too easy. Changing the aspect ratio so vertical vision matches the current horizontal could work*, though some people wouldn't want to lose fullscreen so it'd need to be an option. As an option I'd definitely give it a try, I do play Binding of Issac in a weirdly resized window to juke the HUD placements. If the vertical vision limits are not an intentional difficulty feature then I'd say that should really be availalbe, if they've become an intentional difficultly feature then I can't say I agree with that.
*Realized I should probably try resizing the window myself first: I think this works but I can't be sure. Making the window smaller definitely shrinks everything, but I don't know what the scaling default is in behind the scenes, if it's fitting based on horizontal/vertical/hippopotamus or what. It feels like aiming for a square gives me better vertical and also less horizontal, which could be because I'm used to widescreen or could be because it's scaling in both directions so I really am trading width for depth.
Improvents on the Enemy Scanner would also go a long way. It currently only shows active robots that aren't in line of sight. If it showed active factories that would help, as would a marking on some foes you can "see" but can't actually see (such as distinguising active factories and foes that are "hiding" in the edge fluff).
Which means it appears that the game either scales everything to a defined factor of the vertical resolution, or just produces the pixels of the "sprites" 1:1. If the latter is the case, it would also mean the bigger your screen and greater your resolution (hello 4k), the farther you can see.