I ditched the MiFi and played an OpTm of Fedhas. I'm just about to try for my first rune and I almost have statue form castable, so I think the hardest part of the game is over. My impressions:
(a) Like hellcrawl, noise and stairs are more important. Upstairs are even more OP now that you can reduce monsters getting bezotted.
(b) Bezotted enemies are dangerous, but this doesn't really fix luring. I simply don't venture into vaults which are deathtraps, and shout instead. For instance, I got catoblepas/death yak ending of Lair and the demonspawn ending of Orc. I simply lured all of them to a couple of oklobs near the entrance.
(c) You want to lure weaker enemies even more. Here's a typical scenario. You spot a weak enemy and attract its attention. It shouts; you duck behind a corner and kill it. Meanwhile, other enemies wander towards the noise (but aren't hunting you - so are not bezotted). Rinse and repeat.
Some ways these issues can be fixed (in addition to using the bezotting status). I am not sure if the cure is worse than the disease, but still:
(a) Do something about upstairs. Here is one
idea I gave a few days ago - tie upstairs to a consumable if a monster is hunting you.
(b) Another idea I gave some time ago: an enemy shouting alerts all surrounding enemies to your location, instead of simply attracting them to the noise. In my opinion, this may fix some garden variety situations, but this would be unworkable in many vaults because they're deathtraps and are not really meant for you to be fighting near them. I don't know how to fix this issue; perhaps reduce monster HD (based on some function of tension) to compensate.
(c) An idea in a different direction is for the bezotted status to spawn durably summoned monsters behind you, so your retreat is cut off. Again, this may need some nerf to the summoned monsters so that the game remains playable.
(d) A hybrid between (a) and (c) - the bezotted status spawns durably summoned monsters near stairs.