@splitmentality Some Answers:
The Lightning Bolt is Stamina/Endurance/Energy basically. It slowly goes down as you are actively doing things like running, and when activating certain non-magical skills it may go down faster. (like the melee skill Second Wind). When you run out of Endurance, I believe you start to consume food faster and you cannot activate endurance related skills, and you run slower, as if you were encumbered.
Moving while casting: This is a realism thing. Many novels and TTRPGs require you to not be moving, or moving only at a slow walk in order to cast magic, or you lose your focus, so that is likely the goal of the Devs here. As to one spell/ability interrupting another, that is kind of new to this test, so I haven't really experienced it yet to comment.
The strafing thing goes along with the movement feel they want for this game. Maybe not with magic (see previous comment) but with other powers, attacking while moving is kind of the dynamic they are going for.
The campires: First, I applaud the idea of you being able to remain seated at a campfire until you fill your mana and stamina fully, unless interrupted by a mob. That would be better than having to sit down 12 times, however, part of the game, as you'll find, is purposefully adding some slow-down frustrations to add some breadth to the game and make it seem longer.
Campfires part 2: As to the whole losing of part of your health until you make it back to town, that was implemented like 3 or 4 tests ago. Between that and the not fully restoring mana(which was implemented the first time this test) it is a way to prevent laying down a campfire really close to a mob and using it to totally abuse the situation.
Tooltips: Your idea for tooltips on things is overall good, however, that doesn't mean they will get implemented necessarily during Alpha. Tooltips are considered QoL improvements, and although some do get implemented during Alpha, they are not a focus now, but rather the mechanics themselves. During Alpha, a big part of it is seeing what it takes for newb players to figure things out for themselves, so they get a better idea among other things, what tool tips are needed, and which ones are wasted code.
Inverted Mouse button: I don't see how inverting the buttons, especially for right vs left handed players would be a big deal, and this will probably make it into settings in the future I'm guess. Until then, depending on your mouse driver, you can sometimes just invert your buttons in the Device Manager while playing, and switch them back when you exit the game.
The speed of KP acquisition is one of the things they have been sliding up and down from test to test. It isn't something that should really be hotpatched, as each setting level needs to be fully experienced to get good feedback. Having said that, once they get the speed down to where they want it, I do like your idea of making that last tick of Knowledge from a mob be bigger than those who came before it. Even if you just make it double or something. The very first, and the last tick would be the ones I think that would be the most knowledgable times in the game.
As you can see from other people's posts, if you've been looking, in regards to KP progress, that is a hot topic, especially this Alpha as they slowed it down quite a bit from previous tests, mainly because of player feedback of it being too fast (even though it was made faster because it is a short lived test) and there are some mobs that they feel are really becoming tedious to farm for KP because of their general rarity and thus contention to be killed by other groups, and they like give 1-2% per kill, while only respawning like 2-5 every 10 or more minutes.
Overall, good feedback for a new recruit though, hope you enjoy your experience as it evolves.