Nah, I'm a long-term classical roguelike traditionalist going all the way back to Rogue itself, and as a consequence I don't really believe in savescumming in games where it's not an intended mechanic. (The only game I've
ever seen where it was intended explicitly was Duskers.) One of my favourites is the classic Nethack cockatrice, where if it touches you it turns you to stone for an instant game over, or the banshee in Ancient Domains of Mystery, who kills everything that comes within 5 tiles of her with her scream, instantly, no saving throw or fail chance or anything. You're supposed to just take it as a lesson, add it to your big pile of mental notes, and Not Do That Again.
In this instance to me it's important that I unambiguously just Made A Mistake, I read the enemy's description, I saw the line about it eating rocks, but forgot about the passive, cats aren't rocks,
duh. I made a careless move and caught a ruler across the knuckles for it, which did elicit a negative emotional reaction akin to a minor toe stub ("Shit! Oof! That sucked, gotta pay more attention... oh well,") though I really think this is a good thing. I find many games these days hesitate too much about ever frustrating the player or ever leaving someone feeling dejected from a loss, which I think just lops off half of the emotional experiences you can have from the Interactive Piece of Art that you (maybe) paid for, it's a baby out with the bathwater kind of thing.
I unlocked the tinkerer. Is he worth using?
The ceiling and floor for the power of most of the "advanced" classes I've seen so far both seem significantly higher than the basic ones (Butcher is an exception, in that it seems to be baseline better than Fighter in a vacuum with no levels.) I've had a tinker that auto-won the game and 1-turned every fight all the way through, I've had many tinkers that contributed a totally passable but not amazing amount of damage per turn and literally never did anything else, and I've had a lot of duds that can't even manage that. They have a couple of really important passives/skills that generate "Tech" which you want to watch for, which if you don't get any of them it significantly increases the chance of that tinker being a dud.