Battle Sprite testing feedback

I have to say, I really enjoyed the way the sprites' skill mechanics work overall. I wish there was a temporary mission that would let us take maxed sprites out for a test drive to get a better idea of the full picture of each sprite's skills, but here are some thoughts on what we see in the missions:
Drakon: I was surprised how much I liked Drakon--I'm not generally a DPS person, but I enjoyed the way firebolt and flame barrier complemented each other. One thing, however, that has already been mentioned elsewhere: the cooldown after using a sprite skill (especially the more advanced skill) feels crazy long. I would really recommend either slightly shortening the cooldowns, or separating the cooldowns for each sprite skill. I feel like a lot of the potential for sprites lies in being able to combine their skills--turn on flame barrier before activating a party pad, launch a firebolt at the baddies as you charge in with your flame barrier up, etc.--but of course we can't do that right now.
Seraphynx: The initial writeup on sprite skills left me with the impression that ray of light was going to be more defensive (i.e., send up a ray of light while kiting to slow down the baddies chasing you, give yourself and your team some time to breathe--more of a barrier than a straight up belt to the face), but it felt much more offensive. I will have to test again, but it seemed like it had a bit of knockback in addition to the damage? This also brings up the second big point that has been mentioned elsewhere: it is relatively difficult to aim sprites' attack skills. Not only do we have to guess at the skill's range, but by the time the brief animation has completed there is a good chance that the baddies are no longer there, as they are still aggroing to the player's position after the skill was initiated. Also, the heart attack skill doesn't seem to be dropping any heart at the moment, but even if it was I wanted to add that based on the small graphical change to the targets marked by heart attack, the starting duration of the skill seems a bit too short. With gear appropriate for the mission's level, I was lucky if i could kill a single baddie before the attack ran out.
Maskeraith: Out of all of the skills that we got to test in the sprite missions, caustic quills was my favorite by far. Minus the range-finding problem mentioned above, it felt very natural to use: by the time the quills had marked a target, you had plenty of time to be in the baddie's face to set the quills off. Shadow cloak also worked well, though I think a slight graphic tweak to make it more clear that the skill has been activated would help.
Other sprite mission feedback: The lore is fun, the first level of each sprite mission was fun, but the second level of each felt a bit ordinary after the extra bells and whistles of the first level--minus the new battlepod animation at the end of the second level of Drakon's mission. I just wish the second levels had a bit more character. Also, The Collector was AWESOME. I loved the look, I loved the variety of attack patterns, everything. The only minor note I would add is simply that I want to know MORE--it feels a little odd that gremlins have constructed this scary-looking critter to round up sprites for some unknown nefarious purpose, but we don't get a little more flavor text about The Collector after beating it.
Sprite leveling and skill points: Leveling feels way WAY too grindy. There might be a small glitch in heating them (maybe?): it seemed like there was a cap on the amount of heat they could gain per floor, so even if they were low-level there was no way to get a complete level of heat without running 5-6 floors. You can see this running through the fast advancement mission. Also, there was something about the combination of managing a sprite's appetite with both heating and having to craft items that felt extra cumbersome--and that's not to mention the actual amount of resources necessary to get a sprite up to a high level. Also also, and this is a minor point, but the name 'skill points' seems like a bit of a misnomer given that we only need three 'points' to max a skill's augment. I think when most people think of 'skill points' they assume you're going to be accumulating a lot of them, but based on the relative rarity of hitting one while leveling, something like 'skill token' might make a little more sense--corresponds with the relative drop rate of other tokens from treasure boxes. Lastly, it feels a little strange to have a sprite be 'fully grown' by level 50. By the mid-60s when I finally ran out of crimsonite I had two of three skills totally maxed out, and one of three of the remaining augments maxed. I would guess that I could have had my Drakon's skills totally maxed by around level 75 (since I only needed another 6 points to be totally maxed out on everything). I guess my point is: I'm not really sure why I would keep actively grinding past level 50, let alone level 75 to have everything maxed out (other than for completion's sake). And if there was some kind of cap that prevented you from choosing your ultimate before your sprite was level 100 or something, I doubt I would push through based on the amount of resources needed to take it as far as I did.
I will add to this after additional testing runs.

So the cooldown on firebolt when maxed is 12 seconds, and the cooldown on flame barrier is 32 seconds when maxed. My firestorm's cooldown isn't maxed, but the base cooldown is 54 seconds. I don't think any of those would be unreasonable on their face if, as mentioned above, the cooldowns for the skills were just separated from one another.
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Something I forgot to include in my OP: I really like the perk system. I think it will add a lot of interesting depth to the sprites beyond just leveling skills, though I do wonder a little about how perks will work stacked with existing gear bonuses--I mean, it's already easy to max out your bonuses depending on your gear, so while the extra bonuses from perks are nice, I don't see many situations where they will be of that much use. Just for reference, here are the perks I received by level 64:
health 4
normal def med
ele def med
pierce def low
shadow def med
fire res med
freeze res med
shock res med
poison res med
stun res med
curse res med
sword dmg low
gun asi low
gun dmg low
bomb ctr low
bomb dmg low
move speed low
slime dmg med
grem dmg med
undead dmg med
fiend dmg med
beast dmg med
construct dmg med
So point being: an armor set + one trinket already gives you max on a given bonus, so not much sense in picking a dmg/ctr/asi bonus for your sprite depending on the level and your equipment, and same problem with the bonuses against specific enemy groups. I guess a high level sprite would negate the need to use trinkets at all, which would be nice--I mean, really, why spend the 150ce a month when perks essentially give you a trinket slot for free?--but that seems like an odd mechanic for the game. I will gladly take the move speed, though. And I can see the use in swapping through the def/resistance bonuses.
Also, I'm unclear how perks are conferred: I seem to remember reading somewhere that they were random, like UVs, but I couldn't find the comment again when I went looking for it. It would be nice if there was some graphical indication of when a perk is unlocked a'la UVs.

Yes, totally agree on all points. And particularly concerning the minerals--unless, that is, we're going to be able to swap those on the AH as well. 25 of a mineral for one 5* food item is an awful lot of grinding. I was sort of prepared for the sprites to be a big mat sink, but the mineral cost is a bit extreme.
Also, though unrelated, I picked up two new mats (both hot pink) and I have no idea what either of them might be used for: the first is called 'vile seal' and the other is 'spark plug.' They are both mats, not tokens. Hmmmmm interesting...

I have yet to see the Seraphynx Heart Attack work at all, so far it's a useless skill because I haven't seen it work yet. Bug skill or just my odds not working for me?
- Divine Crusader of Over Powered Noobs & Sword of Skylark

Its not you the Seraphynx is pretty much useless for everyone right now. Sprites really need an auto target feature. Kind of similar to how the zombies used to track you when they were charging their pounce attack way back when. Either that or the Seraphynx need to be able to rotate while using that beam attack of its. Also Heart Attack lasts to short and doesn't have a wide enough range. I ussually take more damage than what i would expect to get out of my enemies from that ability. (it hasn't given me any hearts at all.)

A few things I noted after my umpteenth play through:
1.) The new, lower (cr) crafting costs for the spite food are much more reasonable, though I still think the mineral cost is way too high. There need to be some kind of more or less equal proportion between the two to take into consideration what a player will encounter on the average CW or mission level in regard to both cr payout and mineral payout, and only 500cr to 25 of a mineral for a 5* food item seems pretty out of whack--minus the fact that 'power dust' accidentally uses crimsonite instead of luminite, it still cost me around 2500 minerals to get my Seraphynx to the current level cap using superfood, and of course it would be much, much higher assuming you were only using regular food. Maybe someone else can chime in with the average amount of minerals they get from a mission/CW run vs. cr payout, as that would be the place to start.
2.) I didn't think about it before, but we have 5 lines of sprite food available and only 3 sprites, so I'm assuming at least two more are on the way--whatever uses 'cosmic' and 'wild.'
3.) I sent in a bug report on this already, but whereas heart attack flatly did not work before, now it correctly marks baddies with a heart/red glow, but critters still don't drop hearts when you kill them.
4.) I know the 'ultimates' aren't there for testing yet, but I'm interested in what we'll be doing with sprites level 90 and above--are we going to need ten more levels to max out whatever ultimate skill we choose (for example)?
That's it for now, will play through again to max out Maskeraith.
[EDIT: Actually, there are a few more things I forgot to mention: Thank you for the sprite 'level up' screen, it makes it much easier to see what you are getting out of a level (whether skill point or perk). I was interested, however, in the perk names on the level up screen being different from the list of perks in the sprite menu--i.e., perk on the level up screen might be 'freeze resistance med,' but the perk listed afterward would be 'hotblooded II' or whatever. The new perk titles are fun for giving the sprites a bit more character, but it would also be nice if maybe the tooltip for that bonus would pop up when you put the cursor over it so that the player knew for sure what the perk they were choosing actually does.]
On the grinding, I think that is because of the materials. This really is a huge material sink, ya know? I mean, it really boosts their heat, so it's almost not worth it to level up a sprite the slow way. (Though it slightly counts.)
Hmm...I wish that food wasn't counted as a material. Having food in there is going to make my material tab messy. :\