Thanks for the heads up, Cat!
The way the game is built did result in some issues if the player clicked too fast, so I built in some error handling to try and figure out what was going on and, hopefully, recover without having to quit the game and restart.
Sadly I will likely not be updating the game anymore to fix bugs, unless they seem to be utterly game-breaking and unrecoverable. The bugs I am aware of are mostly relics of the hastily built MAGS code that is barely functional to begin with and after so much time I am afraid of touching any of the code. I am considering either rebuilding the game with new art and all new code structure for improved gameplay, as One More Fathom - Deluxe, or just making an outright sequel to build on the theme and core gameplay loop.
I think the only reason you can't drop tools is the fact I didn't bother coding in a verification step for it, and one of my testers dropped theirs by accident and complained, so I stopped that from happening. If I did the game again now, I'd add an "are you sure" prompt with an added checkbox for "don't ask again".
As for the weight calculation, it is checked after each move, and at specific points in the code. There may be a case missing for dropping treasure? Few players did that, I found, out of principle. The graphic is also purposefully vague, since I don't like crowding the screen with numbers.
These are useful, though! I've added them to my list of things to keep in mind in the future, if the next game project starts to really take off.