OK, I just hit T2 and have been kind of floundering there (I've lost energy, although I am not entirely certain it is my fault). But I think that I've got a basic grasp on the game, and I think I can make a few suggestions; if there's anything about the game I've got wrong, tell me.
First off: Guns seem kind of terrible. They're OK if you're in an area where the enemies vastly outdamage you, the enemies don't dodge attacks and also can't be stunned by melee, the enemies don't have a healer, and if the enemies can't just close the gap/fire at range. Maybe increase the speed a bit after shooting? I dunno.
Second: In general, it's too difficult to dodge attacks in the game, not because the enemies are tricky, or have a neat pattern to them, but because enemies are hard to knockback in a lot of cases, your attacks don't stun enemies well enough, there's huge lag after the attacks that do knockback, and the enemies can vastly outrange you. I don't think the game should be made "press right click, win!" but it's kind of dissapointing when I have to take a hit even if I perfectly get the enemies right next to me with a charged attack, spin, and then get smashed by an enemy who was out of my charged attacks range. Combined with guns taking forever to kill anything (or never killing anything, with a healer around) and the game, at points where the enemies don't die easily, becomes a tedious back and forth of trying to hit the healer, running around in circles, and occasionally taking a swipe at an enemy miraculously away from the group and PRAYING that he starts charging his attack late enough to block/run from it. I dunno how to fix this; less lag, less range on enemy attacks, more hitstun on common enemies, smaller mobs, or hell, even a quick dodge button you can use to cancel attacks and roll away would be cool, and that would make it so that you could take less damage with some skill, instead of just a freebie.
Third: Get rid of the arbitrary damage restriction on lower tiers. It's pointless. The game is fun, but it's more fun when, if I go back to T1 for whatever reason, I'm one shotting mobs, not arbitrarily dealing as much damage with my level 10 calibur as I would deal with a level 3 proto sword. I mean, if you're going into anything below level 8 in T2 gear, you're going to run around basically invincible anyway unless you try to kill yourself, so slowing it down is... meh.
Fourth: This one I could be wrong about, but it seems as if the first few levels of T2 enemies (9, 10, 11) give many fewer crowns than floors 5, 6, and 7. I haven't seen anything in those levels drop a single 25 or 50 crown piece, and that's frustrating because the levels are already much tougher; I don't want to go back to stomping easy enemies my sword is arbitrarily nerfed to not kill in one shot, but it's much more efficient and much less deadly.
Fifth: Make combined regular and elemental/piercing/shadow attacks a T3 thing, not a T2 thing. I mean, it's kind of common sense here: A single element attack, when resisted, is one damage, while a physical+something else automatically does two damage no matter what. That's a major reason of why I feel T2 is less rewarding right now; above all else, even if I'm wearing great gear I'm taking double damage.
Sixth: At the moment, it's fortunate the market leaves new players with the ability to continually explore; assuming they join a party and skip floors one and two, they can probably get about 6000 crowns per 100 energy, which is good with the market price at 4000. However, this will not always be the case, and there should be some form of plan to help newbies into the game once CE starts inflating. My suggestion is, when it starts inflating, some NPC can sell "exploration only" mist energy tanks (only used for reviving, going down floors, and operating doors) at a set price; it doesn't do anything for the CE hungry rich guys going for high end gear, but it does allow new players to actually sustain themselves without waiting until they hit the point they can buy 100 CE for less than 100 CE of exploration.
I dunno, maybe I just suck at the game, but I think a lot of these things could stand to be improved. The game is fun, but not without flaws.
Oh, PS: Screw brambles, all they serve to do is make fights more annoying and make it harder to grab loot after a tough fight. Just make them into spike traps, or better yet, make them slow you down while running through them so they're still risky, but not just damage tacked on because you want your loot.
EDIT:
A couple other things: Enemy interactions to weapons need to be standardized; I'm not saying the big guys need to be stunned from every attack like the little guys, but there shouldn't be some enemies that get knocked back so far from the second hit that the third hit in a combo just leaves you open to a counterattack while most enemies are hit just fine, and the fact that (and I could be wrong) certain enemies sometimes get knocked down/interrupted by attacks but sometimes not also makes it very frustrating to play against them; either make sure you can't knock them back and give players ways to avoid getting hurt if they try to combo (if they can't be stunned, make their range shorter than the players and give them enough delay that you can hit them with a third slash and still at least block it); it's just another source of weird free damage taken. It also wouldn't hurt if certain enemies had their animations updated so it was more clear their attacks were guaranteed to hit by tracking, not in a line; the ghost things in particular turn very slowly but still hit you if you're within range, sometimes even curving what seems like 90+ degrees to get a hit during their attack.
Please don't do any of these things. Almost everything listed here is the reason I like the game. Complications (brambles, enemy patterns, figuring out attack timing and knockback, attack arcs) are the things that combat in this game is fun, active, and engaging and NOT insipid and boring like most MMO-types.
I'll expound on this later: I'm going home. :D