Wait... I just ran a test in Firefox, and... wow. Are you using Firefox by any chance? Or any other non-Chrome browser?
I build in Chrome. I'll try to make it work in as many browsers as possible, but there might be some...uh, differences for the time being.
That being said, I'll see what I can do about your suggestions, like click-and-drag for tile placing, although that's also how you move the screen around for larger rooms. Maybe hold shift, then click and drag? And draggable menus are a possibility, I wasn't really sure whether they would be more confusing or less.
Global sprite classes are kind of buggy at the moment; internally classes can be held at any level (layer, room, or world) but I'm still working on what interface would be the most intuitive, so only the ones added at the layer level will work as intended.
I'm working on the custom animation system right now, in the meantime you can use 2 types of sprite sheets for standing and moving around, either Charas Project standard or RPG Maker standard, which are selected in the sprite editor.
Thanks for playing! I know it can be frustrating at this early alpha stage. But on the plus side, the earlier suggestions are made, the easier it will be to implement them.
EDIT: I just looked at your world (not in-game, just copied the data) and I think I understand the issue you've been having with tiles... you're using a bunch of tilesets with a single tile each! While it is...possible to make a room like this, that's not how it's supposed to work... normally you would have a single image with all or most of the tiles you need for the room, then select them from the image on the right. Try looking up 32x32 tilemaps for examples.
I'll see if I can figure out the problem you had with gates.
EDIT2: Seems the game crashes when trying to load a sprite with a globally-defined class. I'll have to fix that up... yeah there's no way you could have known that. In the meantime, I put your room back into working order by moving the class into the layer through text editing.
Oh, speaking of text editing, I have copies of the data from most if not all of the worlds from the original version of the game on my computer (there weren't very many, I must have downloaded them for some reason and then forgotten). A lot of the data structure is different now, but tilemaps are stored the same way, so if anyone spent a lot of time building and has a particular request, I can manually hack their maps back into the new edition.