Put the player you fight each round on a cycle instead of RNG
I read the post about how you like the RNG items and are working on toning down the spectrum of variance for them and how having RNG item drops makes the game feel more meaningful. OK. Having random opponents does not fall under this same thought process. Making the opponent you face each round cycle around the board would allow for more skill to be involved in the positioning of units, what units to have on the board, and make the game overall more competitive, which is a good thing.
As it currently is especially when there is an odd number of players there will be times where I will get a phantom opponent 3-5+times in a row sometimes coming towards the final 5, which sure can be lucky for me but takes away from the actual gameplay VS my opponents who are in the game with me.
The order of the opponents doesn't matter so much as that it is cyclical and obvious who you will fight next so you can scope their board and plan for the fight. Can definitely make use of the nice Stage overlay at the top to indicate this.
I very much enjoy this game and am fine with RNG elements but I believe that by having a cyclical based opponent system would add more of the elements that you can only experience late game to the forefront, such as tactically arranging for a specific enemy and allow for more strategic and direct competition.
https://clips.twitch.tv/BoldSingleOwlYee 1 example of why it should be changed from the Twitch Rivals Tournament