I want the gameplay loop to be more roguelike

I am not sure what vision SDF really wants right now, but what I think making the game more rogue-like will only solve problems, since the game is already very heavy on being a hardcore dungeon game with random loot and losing everything on death

-> Randomize modules (Confirmed)
-> Randomize mob spawns in each room, make appropriate reward (Higher chance for chest quality etc. will stop being an obstacle to clear, good reward)
-> Bring all maps to the randomized modules, even more variety, (One room is gobbo, other room frozen etc.)
-> Make the game have 1 queue, only natural to do since randomized, no more dead lobbies, pre-teaming will become hard and will be able to have more refined matchmaking
-> Make mobs have a chance to spawn with an effect, can affect rewards for clearing, more interesting
-> Make an objective for every room that needs to be interacted/cleared, doors are soft-locked until then, no more spawnrushing
-> Bring back the idea for skill tree, the RPG one, specialization allows for better balance and WAY more powerful passives/abilities, players will feel stronger and better (Currently no one perk or ability can be too strong, since they become paired with other strong abilities, but with skill tree with heavy investment in a tree can be a big payoff for 1 really good ability/perk that would've been considered OP currently)