Mid-run save is a legitimate gripe. Practically the reason it doesn't have that is that the internal game state is probably horrendous and restoring it would be a nightmare. The engineering in Blue Prince is terrible. Imagine the terrible spaghetti you've seen from self-taught programmers, now, imagine nobody more senior is in charge and remember it's a video game so there's time pressure. So yeah, that's a quality issue, and definitely a fair gripe, I could imagine a hypothetical "fixed" version where this works.
The step limit is an important resource. There's a reason one of the early goals of the game (in Bequest and to some extent Dare modes) is to have more steps at the start of each day and why an important penalty of Curse mode is that you only have 13 steps. As with other resources like keys, you can learn to make better use of what you have and also how to get more of it within reason. I don't think it's as good of a game without Steps. They're not (outside Curse mode) scarce enough to commonly end a run, but they matter.
Drafting is already a limited resource, the step limit feels like a hat-on-a-hat. The early game could limit on available draft pulls without the step limit.
But also, I am one of the people that the drafting mechanic directly conflicted with my interest in progressing the game. That lack of being able to focus on a particular thread of my choice affected my interest in the game. I didn't want to juggle every thread all at once, especially without knowing which threads are the most interesting to pull ahead of time.
Drafting doesn't cost steps. That is an important early game realisation.
I think this sort of "If I just keep banging my head against it, then it will break" attitude is a problem and Blue Prince was a much nicer experience for discouraging that but of course each person is different.
Yeah, I noticed the engineering issues. One of the few PlayStation games I've played where crashing was a regular occurrence, which made the lack of saves even more infuriating.
I wouldn't suggest removing steps entirely, but maybe something softer than abruptly ending the day. After exhausting my steps, let me walk around without drafting rooms and picking up items, for example.
And the late game puzzle quality was very hit-and-miss for me. I loved the sigils, for example, and appreciated the permanent upgrades/changes. Other puzzles required putting disparate items/ideas together, but by then the game had expanded too much and it was unclear what paths were exhausted, still useful, or simply fluff, and the randomness made every check time-consuming.
The step limit is an important resource. There's a reason one of the early goals of the game (in Bequest and to some extent Dare modes) is to have more steps at the start of each day and why an important penalty of Curse mode is that you only have 13 steps. As with other resources like keys, you can learn to make better use of what you have and also how to get more of it within reason. I don't think it's as good of a game without Steps. They're not (outside Curse mode) scarce enough to commonly end a run, but they matter.