Part of the reason I did this is to experiment and find out how to translate these concepts into something they're alien to (like roguelike mechanics), so what you're saying here really, really helps. Thanks, Vanguard! I'll apply your suggestions next time I work on the game.
Alternately, I think I can replace Rising Dragon with a different sort of move that's high risk/high reward, but isn't about fast startup/slow recovery.
When I make a post-7DRL version, I'm adding more playable characters for sure, with very distinct styles, so there's plenty more learning about the transition to turn-based play to come.