Hiya, I believe this may be my first suggestion post. Hopefully I'm not being too simplistic.
With the new spike feature, certain enemies pose a much larger threat than others, and I would say they can quickly become unbalanced. It may be best to playtest some specific enemies and individually tweak how much the spikes will affect their speed, especially to separate movement speed from attack animation speed.
In particular, the Lumber and Mecha Knight constructs can attain such a high attack speed that it is virtually impossible to dodge them, and blocking is typically not an option due to their high damage. This can be especially punishing for melee-centric players, as kiting and dealing damage from a distance becomes a must.
For enemies where outmaneuvering them requires careful exploitation of their attack's timing, reducing or even removing the spikes' effect on attack speed may be a fair option. The other effects of the spike, including the general movement speed, do not seem to be an issue in comparison.
So yeah...I just opened a Danger Room in Stratum 6 and was met with multiple Giant Lichens and Glop Drops on speed. I am now 8 Sparks lighter. Do not do as I did.