Yup, like any game its gameplay will only appeal to a subset of gamers, and Cogmind was designed with extreme intent. I must say it's working exactly as planned.
As I understand, you're the type of player who'd prefers more standard CRPG roguelike mechanics, in which you have a more reliable and consistent build and use that to overcome challenges, but that's not at all what Cogmind was designed to be. Hence the RPGLIKE experiment/alternative mode (the design of which I
described on the blog, for anyone interested in reading more about it and its background).
But this experimental mode also makes other changes, like XP allocation, that aren't very Cogmind.
Neither is keeping your build xD. The whole RPGLIKE mode is very un-Cogmind, as described in the article.
things last indefinitely until randomly they don't. [...] Contrast this to input-random consumables, where it is upon the player to choose whether to use and thus consume an item or save it for later.
Skill is the key here, though, because there's generally less randomness than it seems. You have a good degree of control over the variables that influence when your build will change, or various options to maintain a relatively consistent build. Treating all parts as "consumables", you can indeed save them for later using your inventory, or if they're currently attached (and important enough) you can opt to protect them via armor, shields, part shielding, or otherwise taking care to manipulate your coverage distribution.
There will of course be times when so many variables are stacked against you and your plans will fall apart (especially more likely
before you've had time to accumulate a stable and effective build), but when you're a good player this will almost never stop you from winning the run anyway, it just changes how you have to approach further challenges. And that's how Cogmind is designed--every run is winnable, though not necessarily in the way you planned.
That's where the key lies: do you want a game that allows you to play the same stable build throughout? OR one that requires you to adapt, sometimes significantly, to solve problems? A strong focus on adapting is central to Cogmind's vision. Regardless of how experienced you are, some degree of forced adaptation
is the experience.
I generally don't like determinism in my roguelikes, and it shows
To me, using your understanding of a roguelike's world and its mechanics to stack variables in your favor and therefore increase the chances of a beneficial outcome is an important and fun skill to develop in a roguelike.
In Cogmind we've seen that skilled players can be very successful with pretty much any build type (but many players stick to one or two subtypes they're better at), so the skill ceiling is quite high, and at the same time we have a clear bell curve with regard to difficulty overall, so that much is working as intended, too.