As it currently stands, once you get your gear to level 10, and upgrading is a long ways off, heat becomes essentially a useless pickup. So a couple suggestions to make this high drop resource more useful in general.
Heat to Mist Energy Conversion
The idea behind this is that the player can set a percentage of the heat they get over the course of a run to be converted into mist energy at the end of a floor. This slows down item leveling, but its meant to prolong a players (especially new players who will have trouble affording crystal energy in the future when prices are higher) ability to play. The amount of mist energy you get should basically be enough to help refund the cost of the elevator ride down, but reviving would easily eat into this limited amount of energy.
CE will still be highly important, especially for T2 and beyond runs where player death is a more likely scenario. In addition to its other functions.
The Heat Tank: Player Made Item Leveling Tanks
The thought behind this one is that the player can purchase an item from a vendor that they take with them into the dungeon that charges off of the heat they pick up (this item takes a portion of heat and stores it as it is picked up, not dealt to at the end of a level) that they can sell to other players, or hold onto to power level a new piece of gear they got. When it is fully charged.
Since this item is intended for crafting use, or for bringing new gear up to speed quickly, and not to supplement mist tanks it bypasses the previous idea of heat to mist energy conversion: it is a usable item that when you activate, prompts you to select the item to apply the heat to. Even if this item is not bound to you.
Thus in the crafting world these mist tanks can save you time, by either power leveling the item up to where it can be made, or having another player bring you a non-bound leveled item as a requirement for the crafting.
Change the Non-Danger Room Energy Gates to Heat Gates
The thought behind this idea is that, for all intents and purposes, energy gates that do not lead to danger rooms are basically gullible idiot traps. They rarely give out the value that they would be worth. Instead of energy, you spend a portion of your heat to unlock these gates. Danger Room Gates would remain as energy cost gates because for all intents and purposes, the rewards they give, both as drops from the monsters and the end chests, are worth as much or more then the energy spent to unlock the gate.
no and if anything the heat to mist conversion rate must be less than 10 per level or it will be abused.
imo this reduces time in the clockworks to level an item which increases laziness no thanks
the point of the energy gates is to entice players to waste their CE this undermines it