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As for as using pots when AFK, that's what the L, R, and potion slot are for. This game is all about prioritizing your build and.. priorities, so if you wanted to use all 3 slots for potions, you could. But, as with many idle games, there are always going to be benefits from more hands on play, like being able to manually use all 6 stat potions.
As far as a help menu, that is DESPERATELY needed, and high on my priorities list. That said, I'm not if I'd list out the unlock levels. While I need to do a better job, especially in the beginning, of getting the pacing right, I think it would take away from some of the magic of discovering the game if it was laid out what would be unlocked when.
For a menu where you can see what you've unlocked and can select what to farm, that already exists. Just click one of the 3 held slots while it's empty, and you'll see all of the available items to reserve. That was added recently, and the list of unlocked items has only been built up since then, as I wasn't able to include the existing inventory in what was unlocked.
As far as linked stashes, my goal is to have Holden be your pack mule while you do your auto runs, and then you can take the stuff from him every once in a while to be sorted in the Witch's Hut and Armory. These chests are linked to the tools inside, so once it's in the right chest, you can use any of the crafting areas to take items from it.
It feels like I've said "no, no, no" to a lot of your suggestions here, and I really hope it doesn't come across that way - I just wanted to share the Why of how things are now. Feel free to push back if there's an area you disagree with. I have this game in Early Access specifically so I can tailor it to the players testing it out so that it's actually... fun!
And again, thank you for your time playing and for coming here to share your experiences with me. It's still surreal that anyone is even playing a game I made.