I'll put in my two cents: I, too, thought the altar was really powerful for the relatively low pricing scheme. I also think that unless the greckle supply is tightly controlled, a lot of statistics are going to be extracted out of that altar with the greckle supply from later levels, even with the (x1.5) growth rate.
Anyway, I basically took all the conveniently-available powerups, but left some of the other goodies (such as those behind the swordsmen and the ones in 1S1W and 1S1E, and the bronze shield) untouched.
Also I'm surprised the Hand Bomb is being given out this early, although I suppose that if we're going to require it to be used on some sort of secret ending path it doesn't really matter when it's given out.
(Also all you guys can blame me for making the secret room with the bronze shield in it. I figured 110 ATK would be just about or close to the highest ATK someone could get on this level, but I think I undershot it. But a bronze shield and a green key can't be ignored for too long anyway.)
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Here's my statistics on opening the blue door, which leaves some tasks undone but is a good idea of what I would be trying to take into level 4 when that gets built:
HP: 1525
ATK: 105
DEF: 105
Keys: 2/8/0/0
GR: 15
REP: 2597
Score = 1058
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I think we should discuss what we should do with 12th Archivist's rooms in 1S and 1N1E, and if hyperme's and our plans include revising level 3. I'm not in favor of leaving the two rooms empty like they are now, or of using Nuntar's solution of just including some token key ->
health trades in them, since there's already plenty of health and keys around.
I personally would suggest we put some sort of resource sink in 1S and 1N1E where no resources can actually be gained, only burned through in combat or opening doors.
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