1: I think the inventory menus should start on "All" when first opened instead of Field, Axe, Shield, etc. Little weird to have to arrow down to see everything in each menu.
2: Memory Lane is a bit jarring on the accept/decline stuff. Gives you a long story you have to spam through if you don't want to read the description again, and then you're prone to accidentally refusing or accepting the perk. Could you set it so after it's read the first time, there's an option to just see the perk bonuses without the story (Or just an option to immediately avoid the story text)? The perk titles themselves don't really do much to explain the bonuses, easy to forget what they all do (Especially if you just had to spam through 10+ windows of story text). Getting Ocarina of Time flashbacks to when the owl would ask you if you need a refresher on the tutorial out of nowhere and you'd accidentally say "yes", lol.
3: The final message there should probably also show the bonus the perk gives, not more story text. The player will be comparing the bonus to another and it'd be best if you have a chance to look at it at the accept/refuse dialogue.
Good example:
Bad example:
4: The perks in general are probably available to the player too soon at the start of the game for how complex the game/combat system seems to be. It would probably be better to not make that available right at the start of the game. I really can't make a proper educated decision on which of these would be best. The player knows almost nothing about the world or how useful or detrimental most stats are at this point. I know you can save it for later, but this is probably still going to cause a lot of issues of people picking a bad perk early on because they want some bonus. Needing to show people damage formulas to explain things instead of having some reliable/simple foundation for how spells work is also kind of iffy.
5: So far there seems to be some issues with the game expecting the players to understand the game as well as you do as the dev. I hope you'll remember to try to think about how a player with no experience with your game will see/experience things. This is a pretty common thing, but it could become a major issue if the game is complex enough. Big difference between a game that doesn't hold your hand and a game that expects you to have dev level knowledge right off the bat. It's more than just in how the mechanics work in the game, it's also in how information is displayed or not displayed to the player. Memory Lane has a lot of issues with that for example. Basically the short version is the game should be more user/player friendly.
Dark Souls is a hard game, but nobody has any trouble understanding how to play it. Even the class selection screen gives you an idea of the kind of stat build a character using the chosen weapon might want to aim for. Sure as hell doesn't make the game easy, does it?
Stuff like that needs to be properly explained to the player. It doesn't always have to be in text, even just giving the player some experience with the game before you ask them to make a big choice can help. The perk system not being available until you've played for a couple hours would do wonders for it for example. The player would have a chance to level up to see how many stat points they can expect from that, they'll be able to check out shops/gear for an idea of how valuable resistances are, they might have time to try out relationships so they can see how detrimental penalties from perks could be to those, etc, etc. As it is now, you're basically making a blind leap picking a perk that early when it should be at least a mildly informed decision.
The difficulty should be in the gameplay, not in understanding how shit works, or fighting the ui or whatever. There's a time and place to fuck with the player, and a time and place to explain things to them properly.... so you can fuck with them without being unfair, lol.