Hey Fawn, thanks for your input ^.^
A lot of the points you raised have been brought up by many others who agree, but every independent voice who reaches a similar conclusion is worth hearing. it's another point of data for them.
1, 2 and 3 are things that a large portion of people agree with you on, to some extent; poorly implemented weapons, broken action economy, and poorly thought-out tweaks and a UI and control system that is something you have to actively fight against to do what you want, are all regular complaints around here.
I won't get into it again, but there is no problem with the headband; it's a stock standard uncommon magic item straight out of the 5e DMG and it's fine. It loses pretty much all value past level 4 for most characters, and there's a discussion about it elsewhere where it's been explained thoroughly.
The game does set up far more frequent auto-saving in the intro sequence that it does for the rest of the first act, you aren't wrong there - and I can definitely understand that setting a false expectation. Telling people to save regularly won't really help that if the unconscious expectation of autosaves as frequent as in the intro is already there in someone's mind. Going against the grain a bit here - I think they should autosave LESS in the intro, just so that that expectation isn't likely to form. Have a quick tut that mentions the three types of saves, and sets up the knowledge that autosaves only happen at particular points, and that the player should save more often.
Pathing, movement and enemy AI are also big complaints from many others, and you'll find few arguments here about it - they need a lot of work - but thanks for taking the time to add this write up!