I like the cave layout's affect on strategy, too. It can make them really dangerous in certain situations. That said, the caves can also be a bit easy, especially now since they're not fully balanced yet. BUT, you'll find that caves are also a bit like the mines in that difficulty can fluctuate significantly from cave to cave.
Self destructing loot is fundamentally evil in all the right ways .
I added that entire mechanic last night--and actually
just came up with it last night
--specifically because I needed to start making the caves a little more difficult. Lore-wise it works well, and it also has a couple of other related factors I'll not go into here
. Certainly the purpose there is to increase the risk of attrition, without going so far as to be a show stopper.
I'm not set on balancing the caves yet since they're incomplete, so like I explain in the release notes the survivability of the mid-game is going to be higher now. Like yourself, I need to do some serious cave runs to see how it all feels before deciding how much to emphasize each of the planned features for those parts of the world.
About the straight route vs. short branch detours, balancing their relative difficulty is a long-term goal to explore once more of the content is in place. It will involve changing the difficulty of some areas and perhaps removing/moving some exits. Delicate work!
The Caves are the first time I've released new maps that are incomplete, so that plays a role here, too, especially since there are so many exits to them. In fact, the number of exits to the caves was set to assume they are completed and balanced, so they're definitely on the high side right now.
I probably should've dropped that number at least temporarily, just to keep everything more balanced overall, though then it would be more difficult to reach the new content...