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It does come with a lot of benefits: If you've played the demo, I'm sure you'll notice that the full game runs much smoother.
If you can get me a copy of your save file, I'll do it for you.
The game's save data is spread out across 10 JSON files.
The full version uses GUIDs to reference character types and alike:
It would seem that synergies got changed up a little.
A diff reveals that a few fields and objects aren't in the demo files (probably because they were added after that), though I am not sufficiently bothered to test if the game would automatically add them on load.
So anyway, you could write a converter with some effort, but also the level rewards scale semi-exponentially (you get ~300 gold out of the first level and ~30K out of the last level) so it doesn't take long to get up to speed with access to later levels, more so if you took note of what classes/synergies work well together (a sufficiently levelled pyromancer can carry the whole team).
That's an idea, though not sure if a legitimate concern for most games - a demo is typically no more than a third of a game, often less. And if a game takes something like 2.5 hours to beat on average, it most likely already deals with people trying to speedrun it within the refund window.
I would assume not wanting to promise backwards compatibility with hastily made Next Fest demos a more likely cause.