Yoyo! Appreciate the feedback and super glad you're having fun!
So the reason we make environments with so much power and at such frequency is to prevent the game from feeling too "solved". We opted for a simpler input so anyone can play and enjoy bap, but the issue with that is that you might end up feeling like you have less options when you have less buttons. If a frog jumps a kitsu, kitsu is dead 90% of the time, which doesn't lead to very exciting gameplay.
This is where environmental items come into play - they are meant to be an equalizer so you can fight your counters or fights you have a disadvantage in. They have to be strong so you can feel like pendulum swing towards one direction or the other, which keeps all parties on their toes. Even if you are 3 people vs 1, you still have to play carefully because overconfidence might lead you to eat a barrel or pipes which gives them the opportunity to turn it all around.
We def do tweak the power levels from time to time, but we do want to keep it powerful so fights feel exciting all the time and that 1v3 or fighting your counter doesn't feel doomed. Hope this explains our design philosophy a bit!