I think it looks fine, it seems clear and readable enough to me, with the exception of the water tiles, since they are taking up variable amounts of hex it's hard to tell what's considered water and what isn't, although maybe that doesn't matter if the water is flat ground that can be walked on anyway.
Anyway, my thoughts so far... Daggers are cancer. I need to get a dagger. Seriously though, although there's probably room for experimentation I agree with going too low or high with frames presents some issues, it's already really hard to predict 5 frames ahead, but if you go too low you run into granularity issues with weapons. I think that for the most part the movesets seem to work out, and are an appropriate balancing factor for ranged weapons. Movesets do make it harder to dodge attacks though and in general make the enemies movements harder to predict (especially dagger users, going from one option "hitting" to like a dozen between all the areas they can attack and move too) which in turn increases the randomness of the game a bit it feels? Which is most of the time going to be to the determent of the players, and with perma damage it might be a sorta big deal. You can see how we took a lot more damage in this battle then the last, and I think the movesets are, at least partially, responsible for that? I guess I have, some slight worry about game design goals, as is it looks like player death is probably going to be reasonably common, we'd probably be wiped out on the map you posted, which is fine if that's the goal, I just wanta make sure that's the goal first off.
Carthus curved daggers are indeed cancer. Remember that losing all your HP isn't death, it just adds another agony to your sheet. Essentially, you have to lose your HP total 4x over before you actually die, unless you choose to go mad and cut out another character. Now, losing your HP 4x over has a bit of thermodynamic inevitability to it if there's absolutely no healing, which isn't quite true. There is that one caveat in the OP that we never really got into and should probably talk about now: essence.
In the game, you get essence from killing things. Essence will be used both to increase your base abilities and to fix wounds, and probably buy things if I want to drink that deep from the DS cup. Essence can be spent between encounters, but not during.
Increasing an attribute with essence should cost something that scales with your total number of attribute points. Doesn't matter where you spend them, it just matters how many you have in total. So going from level 5, your starting point, to level 6, would cost 5 essence. 6->7 would cost 6 essence, and so on.
Restoring health via essence has a price dependent on your current health.
Current HP =< 25% : 1 Points per HP
25% < Current HP =< 50% : 3 points per 2 HP
50% < Current HP =< 75% : 2 Points per HP
75% < Current HP =< 100% : 5 points per 2 HP
So, let's say you all earned, each, 16 essence from the last five you killed.
Nhin could heal up to 9 (just past 50%) for 3 essence, then up to 12 (75%) or 6, then to 14 for another 5. She's almost back to perfect, but only has 2 essence left over.
Shorn could heal up to 15 (75%) for 4, then up to 19 for 10 more. Again, one off from perfect but only two essence left over.
Miles could heal back up to 15 for 2 essence, and then up to 19 for 10 more. He's left with twice as much essence as everyone else, but still not much.
Removing an agony... I don't really have numbers worked out for that yet. It needs to expensive enough to lend some danger to keeping a character at low HP, but not so much that it's simply not worth it, even to get rid of a crippling agony. My initial and untested thought is that it requires you to be at full health, and costs as much as a 25% heal + (20-3*#CurAgonies). It then removes the agony and sets you back at 25% health.
The idea is to make you guys balance leveling, healing, and potentially having enough 'money' to maybe upgrade your gear. Why? Because I'm evil.