The EXP system is more being retro fitted into a scoring system. I just have level up stuff in there that I'm probably going to comment out. The idea is to have some easy stuff to integrate to get certain things like scoring out of the way now so we don't need to worry about it later. Basically the EXP system is set up to give EXP equal to monster health * 10 . I think it'd make for a good scoring system, and I can EASILY gut the level up and stat bar displays out of the module no problem.
As far as the concerns with the keypad, I am right there with you about it slowing down the game. The way the UI will be set up, it wont have to be some BS with a bunch of switches or anything, it will be a fully working UI with mouse support etc. So if the concern is being able to use/navigate the menus that's not really an issue. My concern is, how the hell are you supposed to help the player figure out the door code?
Secondly, to my knowledge, it seems the keypad idea would ONLY be used at specific locations and spots. Not throughout the entire level.
Also, keep in mind, everything I've shown you guys I've already pre-written and is fully debugged. I just am adapting some old work of mine to cover this. So as far as actual implementation is concerned, there is no need to worry about me wasting my time or something