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To implement running on any wall, he probably wants to tie it in with the current wall run mechanic to define what happens before the character grabs the ledge and at which approach angle which animation/system is triggered. Opening the possibility, not only for tic-tacs but for wall flips and more fluid wall run exits. I'm sure it's not an oversight and that he's actively working on it, but I was too a bit disappointed by the lack of tic-tac.
For the control scheme, I can't say. I use a controller and it feels reasonably intuitive. I believe it was not build with KB&M in mind so the UX on that side might still suffer a while.