Made it through Chapter 2 of Lies of P, and I have a few more thoughts:
-I've noticed, fighting the Scrapped Watchman (pretty tough boss for how few options you have at this point BTW), that enemies - especially bosses - can recover a little bit of their health if you stop attacking them for long enough. I feel like this is supposed to be like how in Sekiro, enemies will recover their posture if you stop attacking. However, I think I have to give the edge to Sekiro's implementation, since even if an enemy recovers posture, they've still lost their health, and having lower health makes their posture recharge slower. In Lies of P, if you let up the aggression too long, enemies will get both their health and posture back, and you lose a lot more ground. I'm aware that Fatal Attacks will clear an enemy's rally health, but that doesn't change that you basically can't pump the brakes at all.
-Also, with dodging mostly relegated to a secondary defense but still being necessary to evade grabs, it hurts a lot that grabs don't have a specific tell the way Fury Attacks do, and you have to learn specific tells for grabs for every individual enemy. Especially since grabs tend to be the most damaging moves in an enemy's arsenal if they have them.
-Giving you mostly electric-type buffs and then making you fight a boss that's strongly resistant to electricity due to using that element itself is a pretty mean prank. If this was a Souls game, it'd probably be weak to electricity rather than using it, or you'd be offered more fire-type consumables. (Phalanx is the obvious example, but at least Taurus Demon and Vordt aren't strongly resistant to fire, and for Vordt you can get Gold Pine Resin in High Wall.)
-I have wasted my Fable gauge at least once by executing a super attack into a ladder while trying to climb it because of having played Elden Ring for 35 hours. (This is on me.)
-It could be clearer that you need to fill all the slots of a P Organ node in order to get the buff from it, though maybe that's just me being stupid.