"Streamline" be vague as hell, though.

For instance, there are a handful of things that could be considered "streamlining" that I nonetheless wouldn't mind:
  • Less clunky pomander/etc. menus.
  • Less of an output gap between low and high gear, leaving difficulty scaling to mechanics and thereby floor count (less reduction of challenge from gearing, with progress being more dependent instead on acquired knowledge and pattern recognition).
  • More indication on the more unique and punishing of OHKO or near-OHKO mechanics from bosses.
  • Slightly more indication (even if just through common patterns) of where traps would be.
  • CC traps having their duration halved with each hit taken.
  • Less mob HP.
  • Slightly weaker mob auto-attacks.
  • Small tunnels/runes at the end of long chains of rooms far separated from their last branch that teleport you back to where they forked.