Thanks a lot for the detailed feedback!
I actually don't mind having to do a couple of runs before reaching a bigger upgrade, as long as that upgrade feels genuinely game-changing when you get it. Things like Mend or Camp Recovery were meant to work exactly like that.
I'm a bit less convinced by the idea of adding lots of smaller upgrades, because I think there's a risk of making each individual choice feel less meaningful. That said, I definitely understand the pacing issue you’re describing.
I originally planned some active abilities during combat to give the player something to do between upgrades, but that was one of the things I had to cut to finish the game in time.
Thanks for sticking with it and for the thoughtful feedback!