The saves have already been changed a bit in svn, more of a half-way point between what it was (only really useful when rather high) and what it is (completely frakking useless once you have enough to stop cross-tier effects).
Insane mode is insane. It's not meant to be balanced, or winnable, or anything, really. It's just there for masochists to throw themselves at and die (and occasionally reveal highly broken talents/talent combinations). More'll be done with it, from what I understand, once normal mode is actually more solid, balance wise. Which'll come once the (main campaign) content stops rolling in. Anything after that will probably be done by interested community members, I imagine.
But! Addon-functionality has been added, so lil'patches by the community are really easy to slip in, now. If you're willing to bring the difficulty more in line with what you want (or convince someone else to do it

) and share it with other players...
A lot of the time the game just ups and kills you with something you didn't know was comming.
Roguelike is roguelike is roguelike
Learn by dying has always been a bit of a thing for RLs. The new inspect creature command, though, places most of the fault-of-dying on the player, since most of the enemy's tools are pretty translucent now. That makes T4 one of the more forgiving RLs, so far as th'single action "Whoops, you screwed up, time to re-roll" thing goes.
Though, to Feelgood... what would you improve? Do you prefer arena or infinite dungeon over the main campaign? What about normal is boring? The dev is interested in these things, heh.