Thanks for the feedback Ceiling_Cat! I'll address these one by one.
1) Both of these things happen in the original, so thats how I intend to keep them. I admit the guards thing is pretty silly, but yeah its staying that way.
2) This is a bug, but actually how you've suggested it works is not correct either. Between both of them you can loot 2 potions, in a number of combinations, but only 2 in total. So you can either take 2 off the first and none off the second, or vica versa, or one off each. This has now been fixed in my private build.
3) What do you mean by directional input (movement?)? I've used those buttons in some places to replace what the L and R buttons should be doing, but otherwise I'm not sure what you mean.
4) The camera angle may have been always facing north in the original, but the "direction" of the most detailed plane didn't always agree with the camera angle. Most of FF7's prerendered backgrounds were designed with an isometric view point, giving me 2 views to choose from in 2D. Because I'm doing this top-down and non-isometric, I have to pick the direction that shows the most detail. If I had gone with the "north facing" view of the platform it would've been VERY boring. You would only see the top of the train, the floor of the platform and the plain wall the train is facing, and... thats it. While it would be true to the camera angle, it'd miss out so much detail new players could probably barely work out what the scene is - you wouldn't even be able to see the door to the top level at that angle. I put a lot of thought into this decision, and its something I have to consider for each map I draw. This is also why the upper level of the platform was moved into the first map, as its face is different direction from the north pointing camera so it doesn't belong with the second map which does work well north facing. There are many cases of things like that where I have to fold the camera angles together to get them to work in 2D (ie 2 planes inclined to eachother in 3D, I may make face the camera in 2D). One of the many troubles of converting a medium in 3D to 2D, I'm afraid.
5) I was curious about this and ran a few tests and as far as I could tell its not enabled by default... I think. The reason I say I think is that it appears you can toggle it while the intro scene is running, so you may be remembering it a different way unless you've played it recently? As for the cursor/pointers persisting between maps you're definitely right about that, thanks!
6) Aye its on intentionally so people can mess with it a bit in the demo. You're right in that eventually I will be disabling it until its supposed to be activated.
7) I had to double check this and in my PAL version it says "Initial equiping". I agree its bad English, but I'm sticking to what it is in the PAL version.
8) Although I admit it would look fantastic, and I do have the skill necessary to make a small command line app that would process the 40 screenshots or whatever necessary for the effect, it would be a *very* involved feature to get working, and at a glance it seems to be relatively high risk as well. Its on my to-do list, but its pretty low priority atm. I'm not sure what you think "makes no sense" about the current swirl, but I figure its a pretty good approximation without using framebuffers or screenshots.
9) If you're talking about what I think you're talking about then you're definitely right. The transition from the end of the victory screen back to the field is definitely too slow, and I think there are a few others that need to be timed a bit better.
All in all thanks for taking the time to give the feedback, Celing_Cat!