Thanks so much for the continued feedback everyone! Thanks also Alan for noting the "again" mechanic; I had completely misinterpreted the purpose of that in the instructions, and will see what I can do to incorporate it properly.
A few things to note that I'm weighing and considering at the moment as I am taking much of this seriously (this gets long; sorry)
Visible flame path to trees - Actually, nothing to consider here; it'll be in the next update as I need to find some way to communicate what's happening other than just wizard-zapping the tree into oblivion. But yeah, that's how it worked in Zelda (I probably say that too much at this point?). It's only relevant as a puzzle mechanic once in the entire game though; it's how you open level 7 in the second quest, where you're required to burn a tree by passing the flame through another tree to reach it.
Visible Swimming - Had I known to use "again" I would've added this from the start, but as I continued creating the map I started thinking about what sort of surprise I could create as a result of the insta-swim and something interesting kinda evolved out of it. So without giving a whole lot away, there's a particular swim route that takes the player through an entire panel being none the wiser; that panel is an end game panel with actions for multiple items, and all the end-game sections of the game end up spending some time there. As the player would pass through here shortly after the swim mechanic is acquired, they'd see the panel and likely be pretty aware they're getting all their powers back fairly early into the game. I don't know, is the surprise of retrieving all the items again worth spoiling too early for the more visually pleasing swim? Probably an odd design philosophy question, but I'm not sure which benefits the experience more. Or maybe I'm overthinking this and people might actually be more intrigued to see the wacky panel as they sail right past it?
Map - So, I'm torn here; I love games where I'm forced to make my own map, and I built it as a game I'd want to play myself. Offering a complete map also does ruin one particular puzzle - the panel where you obtain the "?" power. Recognizing the map as a grid of panels, players may be able to spot an anomaly from the map they create for themselves; in the bottom left corner there's a 3x3 grid of panels and they can walk in all but the center one (hopefully) making that unreachable panel suspicious. I like the mystery that can provide, and don't know how to show that on a map without giving it away. That said, I understand some guidance may be appreciated without resorting to hacking. What if I bulldoze a panel close to the start and turn that into some sort of map room making a rudimentary map out of a set of floor tiles? I'd still keep things vague but it'll provide a pulled back view of what the map generally looks like, and where the player's currently standing to get some bearings and can always be returned to for further reference. The little plus signs you collect, I also don't know if I'd want to give them away entirely; there's already the thing at the central area to hint that there's 10 of them are left out there ( I have a series of relays hooked up that check them off as you pick them up), and I also made the decision to never hide them from view in panels (I felt like hiding one of them under a rock or tree would've been too mean), so if you can get into the panel, you can see that the plus sign is there and have something to shoot for.
Combining actions - I do understand the cycle complaint, although to combine I'd have to find a way to comfortably familiarize the player with new character sprites, and what sprites now do what actions; it's a lot to introduce all at once instead of relying on what's already familiar. Hmm, maybe I can try combining the designs and colors of the sprites, but that might present some awkward bleeding effects and it could be a nightmare for colorblind gamers like myself. Still; it might make for better gameplay if I could get it down to 3. I don't know; something to think about. I can say there are instances where I want both Dig and ? to be a decision and not constantly active (for ? there's a partially hidden question mark formation split between two panels, and for Dig, there's a panel where the player arrives when standing on the warp and will need to figure out the way forward is under their feet - kinda cruel, but in fairness, I did make sure to allow the player access to see this panel in advance from the other side so they could observe the warp from afar). On the plus side, when it comes to end game challenges, Trees are only heavily featured at the one that starts in the forest area (I assume that's the one you'd been to Anna). The others, they're either minimal in appearance (one scenario only has two trees right next to each other), or they're clustered together without need for rapid-fire toggling. Also rocks always carry the hint of completing the rotational symmetry pattern in-panel to suggest what rock can be pushed.