Yeah, some more quality of life changes becoming the norm in games would be great.
(I wrote this article)
The speed selection in Mario Kart is an example of a good way to do difficulty levels in my opinion. It's obvious what it means up front; you're basically just choosing how fast the cars move. It's also a very easy decision to change later. If your last race felt too hard, you can go to a lower cc next time. A lot of games just throw a meaningless difficulty option at you at the start with no way to change it later and no way of knowing what it mean...
They give you a refund for all the cards they nerf.
Bloodstained: Ritual of the Night. I backed it on Kickstarter and everything.