I completely disagree with all of your complaints. You can tell how well you are doing by the fact that the enemy is taking damage. I think health bars are entirely superfluous, and you never know how much hp the enemy has. This type of information is only important when you are nearly dead or otherwise in need of careful play. The same applies to hit percentages. You can tell when you are not hitting because...you aren't hitting. Besides this, you need to decide if you should run away. Things are much more situational than representable by a numerical quantity in Epilogue. This also isn't like the roguelikes where you are suddenly going to bump into a monster that kills you in one hit, so I think perhaps you are trying to apply the needs of the past onto the current game.
I also want the player to decide their character rather than dump them into a default. There is no default. I'm not sure how you can like roguelikes but not care about dramatic character options like magic or melee, spacetime nomad or berserker...
So I am afraid that maybe the interface fails your test, but most people tell me the game is rather easy to get into, and I'm not inclined to throw out some of the design to meet your needs :|