There'll be no amount of polishing that will fix the inherent qualities of such a large scale community map jam, unfortunately. I do agree that some folks used the new monsters in annoying ways. Folks love spamming blisters and swarmers around corners for whatever reason. In Dwell, we always gave time to see/hear them coming and react accordingly. I think this is just the reality of having so many mappers who are either new to the game entirely, or new to this huge daunting mod.
It's kinda interesting the differences in opinion between players on this front.
The Rocket Launcher is an absolute room-eating beast. It instant-kills even higher-tier monsters like the Amalgam and Vore in a single volley, and cuts through groups of smaller enemies like butter. It's situationally amazing, which you'll find is what I love designing into weapons.
The Grenade Launcher is literally the exact same thing as the stock Quake launcher, but we've gotten so much feedback that it doesn't fire as far and such. Maybe a bit of a placebo effect from the projectile having a different avelocity (which is purely purely cosmetic)?
Pistol is certainly overpowered, but I kinda like it that way honestly? It removes the common issue in Quake where you're left tickling enemies to death with the regular SG well after that is any fun.
Nailgun actually did have a different sound at one point! But any NG sound other than the one we picked just sounded so grating and high-pitched. And this mod already has problems with audio balancing

Enemies have hitscan because hitscan enemies rule imo.