UPDATE: I finally got stuck and went on Youtube beat Undertale Yellow! All in all, I really liked it! It's infested that part of my brain where things go that are fun enough to invest time in, but also have enough scattered potential for some really good fanfic/art.
I do agree with a lot of the critiques, and I'm glad to see a lot of stuff added in Version 1.1 to make life easier (bug fixes, Easy Mode, recovery items, etc). I'm hoping there's a 1.2 version later that adds even more quality-of-life. That said, a lot of the critiques aren't... really... things that seem feasible for a patch update. ("Make the character art more monstrous!" You mean, redraw every sprite in the game!?!)
So with that in mind, here are some things I'd love to see in 1.2 that are maybe (hopefully!) easier for a freelance dev team. Spoilers below!
Adjusted mechanics/dialogue for bosses that have no reason to kill you. This is most obvious with Starlo and Martlet's Pacifist fights--both are friendly and reluctant towards murder, so their Pacifist fights ending in death or defeat feels... odd? Compare to Toriel or Papyrus: one will adjust her attacks to never hit if you take too much damage, and another will cut his battle entirely if you hit 1 hp. A similar form of 1-hp cutoff or "Oops, that was an accident!" Game Over dialogue would match their motivations a lot better.
Related to the above, offer a Skip option for any battle the player's lost 3+ times. This is a common video game handicap, and one I always support in story-heavy games like this. A lot of feedback I've seen is from people who want to love the story but struggled with Sir Slither's ACT pattern or Axis's breakout puzzle, so this is an easy way to get most people to finish the game.
Have Dalv gift you any items you missed in the Ruins as a "thank you" for Clover's support. This patch would solve two immediate concerns: that Dalv doesn't have a larger role, and that many players will miss items like the Golden Pear. Sure, Dalv sends a letter to Clover, but the incentive to go back to Snowdin at that point is low. Having some sort of item reward makes it an active part of an average game run and lets more players see Dalv post-Ruins.
Call the Sunnyside Farm a Ranch like it's called in the files. Okay, this one's just for me, but it being a Ranch makes way more thematic sense for the cowboy area.
Let Ace run the card game at least once in the Wild East. Seriously, it's kinda weird that he doesn't. I understand why he can't while he's napping, but the other times??
Edit Ceroba's post-Starlo Pacifist fight dialogue to make it more clear that she's taking you on the fastest shortcut to Asgore. The main critique with the third act to Pacifist route is that it very quickly becomes Ceroba's plot about finding Kanako. And because it's framed as a hunt for Kanako, the dialogue becomes a rush of info about who Kanako is and why this side-plot should matter to you, the player. But at this point we've already done a side-plot, and most players are antsy to get to the end game. Yet the Steamworks really is the only route to Hotland in that area! Having Ceroba guide the player through what they think is a spooky shortcut to the End Boss fits the story, braces the player for the finale, and lets the TALK dialogue with Ceroba build up naturally through the lab, so her betrayal about Kanako has more time to build up and hurts more as a final boss fight.
That's all I got! Thanks for reading, and feel free to reblog with your own wants for a 1.2 patch!