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The other standard characters have effects that scale as they collect something during play, whether that be a count of cards, or the number of permanent energy from their local relics.
So to fix this, the starting cards in Buxom either need a way to "Evolve" into new cards (an event could upgrade them all in theory), or the player needs to somehow have 5 energy going into Area 2. Using a boss relic is not good because doing something like preventing the upgrade at campfires destroys the run entirely, instead of making it 'more challenging'.
As for healing... It might be interesting if cards that reduced Buxom also gave HP heals to about half the value they remove.
Runs currently need a bit of "survival" or "faster ramping" because you either hit a build that lets you go all the way to the end, or you flounder as soon as you reach Area 2.