@myconv I'd like to preface that as a neutral 3rd party seeing these conversations, you should always consider the miscommunication of tone that can occur on text-only discourse on the internet.
@gaming_w_pro did apologize and stated that he did not intend to have his comments be perceived in a dismissive or otherwise combative manner, so it was unnecessary that you continued being confrontational with him afterwards despite that. We're trying to be chill here and share things we find or other suggestions we might think of.
Regarding the issues you have, i of course like to preface my bias for them on the simple fact that i win about 3-4 keys daily (at 7 malus for now, at least) since i've been playing it for a while, so of course the detriment of the malus increase won't affect me as much as others. Unfortunately the very nature of a game like this rewards peeps like us who have a knack for timing based games.
In terms of your suggestion with replacing the malus reduction with more credits, i would say the reason why they won't implement a higher rate of credit rewards than the current one, is the exploitative potential that could open for people who would refrain from ever winning the challenges for the actual keys, and will try to go for winning as many galacredits as they can. It did happen when the galacredits rewards was always guaranteed when you completed about 70% or so of the challenge, and people would simply farm credits like crazy, before the devs changed it so that you can only get a
chance at winning credits after doing 8/9 or 59/60 of a challenge, to avoid the overdistribution of them. So if i would appeal to your suggestion, perhaps an alternative could be a non-monetary method of interacting with the site for a malus reduction (outside of the positive feedback method), where it doesn't require you to spend money, perhaps another mini-game or perhaps even making us just watch some ads or something, so they could benefit from it.
I would say that if there is an abundant issue of optimization for this game, i would agree the devs should take into consideration in the future to optimize the performance for low-end PC's, if they have that option possible of course. At the very least as you suggested, an optional UI for informational purposes regarding your PC's performance on the game could also help, but i'd reckon this isn't heir main priority for now, therefore in terms of your own performance and audio issues with it, outside of switching to new browsers or other methods that people mentioned here, unfortunately you shouldn't be too optimistic in any sudden optimization changes in the future. I am of course not part of the dev team so i wouldn't know what their main priorities are, i can only assume.
The watering while it indeed became quite a bit harder, i wouldn't say they messed up the challenge itself, as they only need to fix the highlight bug that occurs before you even target them with the green square. Fleakill demonstrated
Watering is still quite doable, as he completed it in 51 seconds, and it can be done even at 46 seconds, but that would be a tad condescending on my part to assume anyone can do it at that time, as it is an unrealistic expectation due to the now more unfairness nature of it. At the very least it can be won twice with practice for the average player at 52-51 seconds, as freakill mentioned, by erasing our muscle memory of the past version we're used to, and start getting accommodated with the new structure.
The regular 4 malus reduction in the past was simply not a feasible system anymore for their supply of keys. Their rate of distribution was too high for the supply they had, and if they would've maintain the same system, they would run out of them and would have to close down the challenges until they've made a deal for a new batch. Like i said, i'm surprised it lasted this long to be honest.