-I didn't even realize the mod has custom options until I checked the Menudef file. Adding the mod's options to GZDoom's standard options doesn't seem right to me and made it much harder to find them. I guess I'm just used to mods that define their own option menu tabs.
-The transition from the shotgun's firing animation to the cocking animation still seems non-existent, if it is there it's way too fast to be noticeable.
-The shotgun doesn't seem to have any sort of a select animation, unlike the other weapons.
-The chainsaw doesn't seem to have an deselect animation. This might be intentional?
-The fist animations are a little awkward; doomguy's skin-tone on his fingers rapidly changes between sprites and the transitions between the different punches are a little jolty. The lack of an animation for doomguy getting his fists back into his 'fighting pose' after the left hook is also a little weird.
-One of the chainsaw's sprites has some bright blue on it that I'm assuming wasn't erased from the sprite sheet. I've made that mistake too.
-The BFG doesn't have a select sound or a deselect animation.
-The standard ZDoom HUD still doesn't show grenades, but props for making the classic HUD fit the new ammo types and the grenade counter without ruining the classic layout/aesthetic!
And now, for the even more nitpicky things that are more my personal taste than anything.
-The bone crunching sounds every time you punch/kick something really isn't my thing. I know this is how it works in BD, but I never really liked it. Using puffs you can make it so your punches make different sounds when you punch a bleeding actor (most monsters), a non-bleeding actor (any monster/actor with whatever flag makes them not bleed), and walls. The bone crunching sounds could be fitting for berserk punches, though. I don't think the sounds really fit for the kick in general. If using one set of sounds for all melee impacts is to keep filesize down, I can respect that.
-Speaking of sounds, I can appreciate trying to keep filesize down without adding unneeded sounds, but the lack of any sound effects for the more gory death animations feels a little underwhelming. It doesn't need to be as much of an audio-clusterfuck as BD, god forbid, but some generic dismemberment sounds and sound effects for gibs hitting the ground would be great. The standard DSSLOP sound for gibbing also feels really underwhelming.
-It feels weird seeing enemies launched against the room by basic punches, but hey, we ARE playing as the almighty Doomguy.