Yeah I've been thinking of new possibilities for melee in that vein. Just yesterday I was considering an automatic charge effect that allows you to attack a second target in a row after killing one with piercing momentum, as well as similar ideas for automatic slashing/impact attacks on multiple adjacent targets. Basically ways to use clever positioning in combination with melee to further improve the latter's effectiveness.
It'll never be quite the same as Sil or Brogue, as those are very melee-focused roguelikes, but there's is definitely room for more melee options, especially any that have a relatively guaranteed good effect in exchange for you having to potentially be in a more dangerous situation to balance it out.
We have to be pretty careful with this stuff because melee weapons are already often quite good, it's just a case of seeing if it's possible, and worth, designing in features that help them in other situations as well.
I'm not too keen on it right now because it further validates low-weapon builds, which are already quite good while one of the areas that we're actually lacking is high-weapon builds, so I place a higher priority on that.