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Beat.
Yeah, I felt like the more expensive healing items aren't really worth the time it takes to get them. The boost even from a full inventory is neglibible. In most cases it will take me less time to die and try again than it will to farm the money to buy the healing items that may or may not save me.
Make items replenish stamina based on your health percentage instead of fixed numbers. That way all of them would be more useful in certain parts of the game, and would definitely be a better bang for your buck, because it'd be an investment that will leave you with quite some cash to load your character's moveset without neglecting the most important stat in the whole run. Would be more like a tweak than a buff, but still important in my opinion.
Eventually you'll take hits over the long run of a playthrough, or simply fall in a pit in one of the games less-than-easy jumps. The lousy healing value still makes suicide the fastest option which is a silly design flaw.